iwyu
clang-tidy clang-format
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@@ -397,56 +397,56 @@ void Player::render() {
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// Calcula la animacion de moverse y disparar del jugador
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auto Player::computeAnimation() const -> std::pair<std::string, SDL_FlipMode> {
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const std::string baseAnim = (walking_state_ == State::WALKING_STOP) ? "stand" : "walk";
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std::string animName;
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SDL_FlipMode flipMode = SDL_FLIP_NONE;
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const std::string BASE_ANIM = (walking_state_ == State::WALKING_STOP) ? "stand" : "walk";
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std::string anim_name;
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SDL_FlipMode flip_mode = SDL_FLIP_NONE;
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switch (firing_state_) {
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case State::FIRING_NONE:
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animName = baseAnim;
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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anim_name = BASE_ANIM;
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flip_mode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::FIRING_UP:
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animName = baseAnim + "-fire-center";
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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anim_name = BASE_ANIM + "-fire-center";
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flip_mode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::FIRING_LEFT:
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case State::FIRING_RIGHT:
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animName = baseAnim + "-fire-side";
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flipMode = (firing_state_ == State::FIRING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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anim_name = BASE_ANIM + "-fire-side";
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flip_mode = (firing_state_ == State::FIRING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::RECOILING_UP:
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animName = baseAnim + "-recoil-center";
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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anim_name = BASE_ANIM + "-recoil-center";
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flip_mode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::RECOILING_LEFT:
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case State::RECOILING_RIGHT:
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animName = baseAnim + "-recoil-side";
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flipMode = (firing_state_ == State::RECOILING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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anim_name = BASE_ANIM + "-recoil-side";
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flip_mode = (firing_state_ == State::RECOILING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::COOLING_UP:
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animName = baseAnim + "-cool-center";
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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anim_name = BASE_ANIM + "-cool-center";
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flip_mode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::COOLING_LEFT:
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case State::COOLING_RIGHT:
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animName = baseAnim + "-cool-side";
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flipMode = (firing_state_ == State::COOLING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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anim_name = BASE_ANIM + "-cool-side";
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flip_mode = (firing_state_ == State::COOLING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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default:
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animName = baseAnim;
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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anim_name = BASE_ANIM;
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flip_mode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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}
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return {animName, flipMode};
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return {anim_name, flip_mode};
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}
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// Establece la animación correspondiente al estado
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@@ -936,15 +936,15 @@ auto Player::isRenderable() const -> bool {
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// Añade una puntuación a la tabla de records
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void Player::addScoreToScoreBoard() const {
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if (hi_score_table_ == nullptr) {
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return; // Verificar esto antes de crear el manager
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return; // Verificar esto antes de crear el manager
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}
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const auto ENTRY = HiScoreEntry(trim(getLastEnterName()), getScore(), get1CC());
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auto manager = std::make_unique<ManageHiScoreTable>(*hi_score_table_);
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if (glowing_entry_ != nullptr) {
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*glowing_entry_ = manager->add(ENTRY);
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}
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manager->saveToFile(Asset::get()->get("score.bin"));
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}
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