linter
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@@ -1,10 +1,11 @@
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// IWYU pragma: no_include <bits/std_abs.h>
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#include "credits.hpp"
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#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_RenderTexture, SDL_SetRenderTarget, SDL_SetRenderDrawColor, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetTicks, SDL_GetRenderTarget, SDL_PixelFormat, SDL_PollEvent, SDL_RenderClear, SDL_RenderRect, SDL_SetTextureBlendMode, SDL_TextureAccess, SDL_BLENDMODE_BLEND, SDL_Event
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#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_RenderTexture, SDL_SetRenderTarget, SDL_SetRenderDrawColor, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetTicks, SDL_GetRenderTarget, SDL_PixelFormat, SDL_PollEvent, SDL_RenderClear, SDL_RenderRect, SDL_SetTextureBlendMode, SDL_TextureAccess, SDL_BLENDMODE_BLEND, SDL_Event, Uint64
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#include <algorithm> // Para max, min, clamp
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#include <array> // Para array
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#include <cmath> // Para abs
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#include <stdexcept> // Para runtime_error
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#include <string> // Para basic_string, string
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#include <string_view> // Para string_view
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@@ -12,23 +13,23 @@
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#include "audio.hpp" // Para Audio
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#include "balloon_manager.hpp" // Para BalloonManager
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#include "color.hpp" // Para Zone, Colors::SHADOW_TEXT, Colors::NO_COLOR_MOD, Color
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#include "fade.hpp" // Para Fade, FadeType, FadeMode
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#include "global_events.hpp" // Para check
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#include "color.hpp" // Para Color, SHADOW_TEXT, NO_COLOR_MOD
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#include "fade.hpp" // Para Fade
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#include "global_events.hpp" // Para handle
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#include "global_inputs.hpp" // Para check
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#include "input.hpp" // Para Input, Input::ALLOW_REPEAT
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#include "input.hpp" // Para Input
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#include "lang.hpp" // Para getText
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#include "param.hpp" // Para Param, param, ParamGame, ParamFade
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#include "player.hpp" // Para Player, PlayerState
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#include "player.hpp" // Para Player
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#include "resource.hpp" // Para Resource
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#include "screen.hpp" // Para Screen
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#include "section.hpp" // Para Name, name
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#include "sprite.hpp" // Para Sprite
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#include "text.hpp" // Para Text, Text::CENTER, Text::SHADOW
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#include "text.hpp" // Para Text
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#include "texture.hpp" // Para Texture
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#include "tiled_bg.hpp" // Para TiledBG, TiledBGMode
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#include "ui/service_menu.hpp" // Para ServiceMenu
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#include "utils.hpp"
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#include "utils.hpp" // Para Zone
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// Textos
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constexpr std::string_view TEXT_COPYRIGHT = "@2020,2025 JailDesigner";
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@@ -81,10 +82,10 @@ Credits::~Credits() {
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// Calcula el deltatime
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auto Credits::calculateDeltaTime() -> float {
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const Uint64 current_time = SDL_GetTicks();
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const float delta_time = static_cast<float>(current_time - last_time_) / 1000.0f; // Convertir ms a segundos
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last_time_ = current_time;
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return delta_time;
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const Uint64 CURRENT_TIME = SDL_GetTicks();
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const float DELTA_TIME = static_cast<float>(CURRENT_TIME - last_time_) / 1000.0F; // Convertir ms a segundos
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last_time_ = CURRENT_TIME;
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return DELTA_TIME;
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}
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// Bucle principal
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@@ -93,33 +94,33 @@ void Credits::run() {
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while (Section::name == Section::Name::CREDITS) {
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checkInput();
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const float delta_time = calculateDeltaTime();
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update(delta_time);
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const float DELTA_TIME = calculateDeltaTime();
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update(DELTA_TIME);
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checkEvents(); // Tiene que ir antes del render
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render();
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}
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}
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// Actualiza las variables (time-based)
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void Credits::update(float deltaTime) {
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const float multiplier = want_to_pass_ ? 4.0f : 1.0f;
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const float adjusted_delta_time = deltaTime * multiplier;
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void Credits::update(float delta_time) {
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const float MULTIPLIER = want_to_pass_ ? 4.0F : 1.0F;
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const float ADJUSTED_DELTA_TIME = delta_time * MULTIPLIER;
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static auto* const SCREEN = Screen::get();
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SCREEN->update(deltaTime); // Actualiza el objeto screen
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Audio::update(); // Actualiza el objeto audio
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SCREEN->update(delta_time); // Actualiza el objeto screen
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Audio::update(); // Actualiza el objeto audio
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tiled_bg_->update(adjusted_delta_time);
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tiled_bg_->update(ADJUSTED_DELTA_TIME);
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cycleColors();
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balloon_manager_->update(adjusted_delta_time);
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updateTextureDstRects(adjusted_delta_time);
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throwBalloons(adjusted_delta_time);
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updatePlayers(adjusted_delta_time);
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updateAllFades(adjusted_delta_time);
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balloon_manager_->update(ADJUSTED_DELTA_TIME);
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updateTextureDstRects(ADJUSTED_DELTA_TIME);
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throwBalloons(ADJUSTED_DELTA_TIME);
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updatePlayers(ADJUSTED_DELTA_TIME);
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updateAllFades(ADJUSTED_DELTA_TIME);
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// Convertir deltaTime a equivalente de frames (60fps)
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const float frameFactor = adjusted_delta_time * 60.0f;
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counter_ += frameFactor;
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const float FRAME_FACTOR = ADJUSTED_DELTA_TIME * 60.0F;
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counter_ += FRAME_FACTOR;
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fillCanvas();
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}
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@@ -291,9 +292,9 @@ void Credits::fillCanvas() {
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}
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// Actualiza el destino de los rectangulos de las texturas (time-based)
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void Credits::updateTextureDstRects(float deltaTime) {
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constexpr float TEXTURE_UPDATE_INTERVAL_S = 10.0f / 60.0f; // ~0.167s (cada 10 frames)
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credits_state_.texture_accumulator += deltaTime;
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void Credits::updateTextureDstRects(float delta_time) {
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constexpr float TEXTURE_UPDATE_INTERVAL_S = 10.0F / 60.0F; // ~0.167s (cada 10 frames)
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credits_state_.texture_accumulator += delta_time;
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if (credits_state_.texture_accumulator >= TEXTURE_UPDATE_INTERVAL_S) {
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credits_state_.texture_accumulator -= TEXTURE_UPDATE_INTERVAL_S;
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@@ -325,18 +326,18 @@ void Credits::updateTextureDstRects(float deltaTime) {
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}
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// Tira globos al escenario (time-based)
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void Credits::throwBalloons(float deltaTime) {
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void Credits::throwBalloons(float delta_time) {
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constexpr int SPEED = 200;
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const std::vector<int> SETS = {0, 63, 25, 67, 17, 75, 13, 50};
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constexpr float BALLOON_INTERVAL_S = SPEED / 60.0f; // ~3.33s (cada 200 frames)
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constexpr float POWERBALL_INTERVAL_S = (SPEED * 4) / 60.0f; // ~13.33s (cada 800 frames)
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constexpr float BALLOON_INTERVAL_S = SPEED / 60.0F; // ~3.33s (cada 200 frames)
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constexpr float POWERBALL_INTERVAL_S = (SPEED * 4) / 60.0F; // ~13.33s (cada 800 frames)
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if (counter_ > ((SETS.size() - 1) * SPEED) * 3) {
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return;
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}
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credits_state_.balloon_accumulator += deltaTime;
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credits_state_.powerball_accumulator += deltaTime;
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credits_state_.balloon_accumulator += delta_time;
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credits_state_.powerball_accumulator += delta_time;
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if (credits_state_.balloon_accumulator >= BALLOON_INTERVAL_S) {
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credits_state_.balloon_accumulator -= BALLOON_INTERVAL_S;
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@@ -418,12 +419,12 @@ void Credits::initPlayers() {
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}
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// Actualiza los rectangulos negros (time-based)
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void Credits::updateBlackRects(float deltaTime) {
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static float current_step_ = static_cast<float>(steps_);
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constexpr float BLACK_RECT_INTERVAL_S = 4.0f / 60.0f; // ~0.067s (cada 4 frames)
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void Credits::updateBlackRects(float delta_time) {
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static auto current_step_ = static_cast<float>(steps_);
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constexpr float BLACK_RECT_INTERVAL_S = 4.0F / 60.0F; // ~0.067s (cada 4 frames)
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if (top_black_rect_.h != param.game.game_area.center_y - 1 && bottom_black_rect_.y != param.game.game_area.center_y + 1) {
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// Si los rectangulos superior e inferior no han llegado al centro
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credits_state_.black_rect_accumulator += deltaTime;
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credits_state_.black_rect_accumulator += delta_time;
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if (credits_state_.black_rect_accumulator >= BLACK_RECT_INTERVAL_S) {
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credits_state_.black_rect_accumulator -= BLACK_RECT_INTERVAL_S;
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@@ -459,8 +460,8 @@ void Credits::updateBlackRects(float deltaTime) {
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fade_out_->activate();
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} else {
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// Convertir deltaTime a equivalente de frames
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const float frameFactor = deltaTime * 60.0f;
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counter_pre_fade_ += frameFactor;
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const float FRAME_FACTOR = delta_time * 60.0F;
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counter_pre_fade_ += FRAME_FACTOR;
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}
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}
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}
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@@ -475,9 +476,9 @@ void Credits::updateRedRect() {
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}
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// Actualiza el estado de fade (time-based)
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void Credits::updateAllFades(float deltaTime) {
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void Credits::updateAllFades(float delta_time) {
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if (fading_) {
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updateBlackRects(deltaTime);
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updateBlackRects(delta_time);
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updateRedRect();
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}
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@@ -510,7 +511,7 @@ void Credits::cycleColors() {
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constexpr int LOWER_LIMIT = 30; // Límite inferior
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// Inicializar valores RGB si es la primera vez
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if (credits_state_.r == 255.0f && credits_state_.g == 0.0f && credits_state_.b == 0.0f && credits_state_.step_r == -0.5f) {
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if (credits_state_.r == 255.0F && credits_state_.g == 0.0F && credits_state_.b == 0.0F && credits_state_.step_r == -0.5F) {
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credits_state_.r = static_cast<float>(UPPER_LIMIT);
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credits_state_.g = static_cast<float>(LOWER_LIMIT);
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credits_state_.b = static_cast<float>(LOWER_LIMIT);
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@@ -540,9 +541,9 @@ void Credits::cycleColors() {
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}
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// Actualza los jugadores (time-based)
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void Credits::updatePlayers(float deltaTime) {
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void Credits::updatePlayers(float delta_time) {
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for (auto& player : players_) {
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player->update(deltaTime);
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player->update(delta_time);
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}
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}
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