style: renomenat InputType a InputActions

This commit is contained in:
2025-03-16 18:57:08 +01:00
parent 1b38a5a581
commit 43a1f1a8f6
13 changed files with 199 additions and 199 deletions

View File

@@ -4,7 +4,7 @@
#include <stdlib.h> // Para rand
#include <algorithm> // Para clamp, max, min
#include "animated_sprite.h" // Para AnimatedSprite
#include "input.h" // Para InputType
#include "input.h" // Para InputAction
#include "param.h" // Para Param, ParamGame, param
#include "scoreboard.h" // Para Scoreboard, ScoreboardMode
#include "texture.h" // Para Texture
@@ -70,7 +70,7 @@ void Player::init()
}
// Actua en consecuencia de la entrada recibida
void Player::setInput(InputType input)
void Player::setInput(InputAction input)
{
switch (playing_state_)
{
@@ -91,33 +91,33 @@ void Player::setInput(InputType input)
}
// Procesa inputs para cuando está jugando
void Player::setInputPlaying(InputType input)
void Player::setInputPlaying(InputAction input)
{
switch (input)
{
case InputType::LEFT:
case InputAction::LEFT:
{
vel_x_ = -BASE_SPEED_;
setWalkingState(PlayerState::WALKING_LEFT);
break;
}
case InputType::RIGHT:
case InputAction::RIGHT:
{
vel_x_ = BASE_SPEED_;
setWalkingState(PlayerState::WALKING_RIGHT);
break;
}
case InputType::FIRE_CENTER:
case InputAction::FIRE_CENTER:
{
setFiringState(PlayerState::FIRING_UP);
break;
}
case InputType::FIRE_LEFT:
case InputAction::FIRE_LEFT:
{
setFiringState(PlayerState::FIRING_LEFT);
break;
}
case InputType::FIRE_RIGHT:
case InputAction::FIRE_RIGHT:
{
setFiringState(PlayerState::FIRING_RIGHT);
break;
@@ -132,23 +132,23 @@ void Player::setInputPlaying(InputType input)
}
// Procesa inputs para cuando está introduciendo el nombre
void Player::setInputEnteringName(InputType input)
void Player::setInputEnteringName(InputAction input)
{
switch (input)
{
case InputType::LEFT:
case InputAction::LEFT:
enter_name_->decPosition();
break;
case InputType::RIGHT:
case InputAction::RIGHT:
enter_name_->incPosition();
break;
case InputType::UP:
case InputAction::UP:
enter_name_->incIndex();
break;
case InputType::DOWN:
case InputAction::DOWN:
enter_name_->decIndex();
break;
case InputType::START:
case InputAction::START:
last_enter_name_ = getRecordName();
if (last_enter_name_.empty())
{
@@ -227,10 +227,10 @@ void Player::move()
switch (id_)
{
case 1:
setInputPlaying(InputType::LEFT);
setInputPlaying(InputAction::LEFT);
break;
case 2:
setInputPlaying(InputType::RIGHT);
setInputPlaying(InputAction::RIGHT);
break;
default:
break;
@@ -258,7 +258,7 @@ void Player::move()
switch (id_)
{
case 1:
setInputPlaying(InputType::RIGHT);
setInputPlaying(InputAction::RIGHT);
pos_x_ += vel_x_;
if (pos_x_ > default_pos_x_)
{
@@ -268,7 +268,7 @@ void Player::move()
}
break;
case 2:
setInputPlaying(InputType::LEFT);
setInputPlaying(InputAction::LEFT);
pos_x_ += vel_x_;
if (pos_x_ < default_pos_x_)
{
@@ -288,7 +288,7 @@ void Player::move()
pos_x_ += vel_x_ / 2.0f;
if (vel_x_ > 0)
{
// setInputPlaying(InputType::RIGHT);
// setInputPlaying(InputAction::RIGHT);
if (pos_x_ > param.game.game_area.rect.w - WIDTH_)
{
pos_x_ = param.game.game_area.rect.w - WIDTH_;
@@ -297,7 +297,7 @@ void Player::move()
}
else
{
// setInputPlaying(InputType::LEFT);
// setInputPlaying(InputAction::LEFT);
if (pos_x_ < param.game.game_area.rect.x)
{
pos_x_ = param.game.game_area.rect.x;