passant linters a vore si trobe variables sense inicialitzar

This commit is contained in:
2025-08-17 00:23:59 +02:00
parent ada5025c65
commit 327987447d
55 changed files with 516 additions and 474 deletions

View File

@@ -81,13 +81,13 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
fade_in_->setColor(param.fade.color);
fade_in_->setPreDuration(demo_.enabled ? 80 : 0);
fade_in_->setPostDuration(0);
fade_in_->setType(FadeType::RANDOM_SQUARE);
fade_in_->setMode(FadeMode::IN);
fade_in_->setType(Fade::Type::RANDOM_SQUARE);
fade_in_->setMode(Fade::Mode::IN);
fade_in_->activate();
fade_out_->setColor(param.fade.color);
fade_out_->setPostDuration(param.fade.post_duration);
fade_out_->setType(FadeType::VENETIAN);
fade_out_->setType(Fade::Type::VENETIAN);
background_->setPos(param.game.play_area.rect);
@@ -230,7 +230,7 @@ void Game::updatePlayers() {
handlePlayerCollision(player, balloon);
if (demo_.enabled && allPlayersAreNotPlaying()) {
fade_out_->setType(FadeType::RANDOM_SQUARE);
fade_out_->setType(Fade::Type::RANDOM_SQUARE);
fade_out_->activate();
}
}
@@ -549,7 +549,7 @@ void Game::checkBulletCollision() {
}
// Maneja la colisión entre bala y Tabe
auto Game::checkBulletTabeCollision(std::shared_ptr<Bullet> bullet) -> bool {
auto Game::checkBulletTabeCollision(const std::shared_ptr<Bullet> &bullet) -> bool {
if (!tabe_->isEnabled()) {
return false;
}
@@ -581,7 +581,7 @@ void Game::handleTabeHitEffects() {
}
// Maneja la colisión entre bala y globos
auto Game::checkBulletBalloonCollision(std::shared_ptr<Bullet> bullet) -> bool {
auto Game::checkBulletBalloonCollision(const std::shared_ptr<Bullet> &bullet) -> bool {
for (auto &balloon : balloon_manager_->getBalloons()) {
if (!balloon->isEnabled() || balloon->isInvulnerable()) {
continue;
@@ -598,7 +598,7 @@ auto Game::checkBulletBalloonCollision(std::shared_ptr<Bullet> bullet) -> bool {
}
// Procesa el impacto en un globo
void Game::processBalloonHit(std::shared_ptr<Bullet> bullet, std::shared_ptr<Balloon> balloon) {
void Game::processBalloonHit(const std::shared_ptr<Bullet> &bullet, const std::shared_ptr<Balloon> &balloon) {
auto player = getPlayer(bullet->getOwner());
handleItemDrop(balloon, player);
@@ -608,7 +608,7 @@ void Game::processBalloonHit(std::shared_ptr<Bullet> bullet, std::shared_ptr<Bal
}
// Maneja la caída de items cuando se destruye un globo
void Game::handleItemDrop(std::shared_ptr<Balloon> balloon, std::shared_ptr<Player> player) {
void Game::handleItemDrop(const std::shared_ptr<Balloon> &balloon, const std::shared_ptr<Player> &player) {
const auto DROPPED_ITEM = dropItem();
if (DROPPED_ITEM == ItemType::NONE || demo_.recording) {
return;
@@ -623,9 +623,9 @@ void Game::handleItemDrop(std::shared_ptr<Balloon> balloon, std::shared_ptr<Play
}
// Maneja la destrucción del globo y puntuación
void Game::handleBalloonDestruction(std::shared_ptr<Balloon> balloon, std::shared_ptr<Player> player) {
void Game::handleBalloonDestruction(std::shared_ptr<Balloon> balloon, const std::shared_ptr<Player> &player) {
if (player->isPlaying()) {
auto const SCORE = balloon_manager_->popBalloon(balloon) * player->getScoreMultiplier() * difficulty_score_multiplier_;
auto const SCORE = balloon_manager_->popBalloon(std::move(balloon)) * player->getScoreMultiplier() * difficulty_score_multiplier_;
player->addScore(SCORE, Options::settings.hi_score_table.back().score);
player->incScoreMultiplier();
}
@@ -758,7 +758,7 @@ void Game::freeItems() {
}
// Crea un objeto PathSprite
void Game::createItemText(int x, std::shared_ptr<Texture> texture) {
void Game::createItemText(int x, const std::shared_ptr<Texture> &texture) {
path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
const auto W = texture->getWidth();
@@ -781,7 +781,7 @@ void Game::createItemText(int x, std::shared_ptr<Texture> texture) {
}
// Crea un objeto PathSprite
void Game::createMessage(const std::vector<Path> &paths, std::shared_ptr<Texture> texture) {
void Game::createMessage(const std::vector<Path> &paths, const std::shared_ptr<Texture> &texture) {
path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
// Inicializa
@@ -1239,7 +1239,7 @@ void Game::checkInput() {
// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
void Game::checkPauseInput() {
// Comprueba los mandos
for (auto gamepad : input_->getGamepads()) {
for (const auto &gamepad : input_->getGamepads()) {
if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
pause_manager_->togglePlayerPause();
return;
@@ -1616,7 +1616,7 @@ void Game::initPlayers(Player::Id player_id) {
}
// Registra los jugadores en Options
for (auto player : players_) {
for (const auto &player : players_) {
Options::keyboard.addPlayer(player);
Options::gamepad_manager.addPlayer(player);
}
@@ -1660,7 +1660,7 @@ void Game::updateDemo() {
// Activa el fundido antes de acabar con los datos de la demo
if (demo_.counter == TOTAL_DEMO_DATA - 200) {
fade_out_->setType(FadeType::RANDOM_SQUARE);
fade_out_->setType(Fade::Type::RANDOM_SQUARE);
fade_out_->activate();
}
@@ -1777,11 +1777,11 @@ void Game::updateMenace() {
}
const auto &stage = current_stage.value();
const double fraction = stage_manager_->getCurrentStageProgressFraction();
const int difference = stage.getMaxMenace() - stage.getMinMenace();
const double FRACTION = stage_manager_->getCurrentStageProgressFraction();
const int DIFFERENCE = stage.getMaxMenace() - stage.getMinMenace();
// Aumenta el nivel de amenaza en función del progreso de la fase
menace_threshold_ = stage.getMinMenace() + (difference * fraction);
menace_threshold_ = stage.getMinMenace() + (DIFFERENCE * FRACTION);
if (menace_ < menace_threshold_) {
balloon_manager_->deployRandomFormation(stage_manager_->getCurrentStageIndex());
@@ -1940,14 +1940,14 @@ void Game::handleDebugEvents(const SDL_Event &event) {
++formation_id_;
balloon_manager_->destroyAllBalloons();
balloon_manager_->deployFormation(formation_id_);
std::cout << formation_id_ << std::endl;
std::cout << formation_id_ << '\n';
break;
}
case SDLK_KP_MINUS: {
--formation_id_;
balloon_manager_->destroyAllBalloons();
balloon_manager_->deployFormation(formation_id_);
std::cout << formation_id_ << std::endl;
std::cout << formation_id_ << '\n';
break;
}
default: