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@@ -432,7 +432,7 @@ void Credits::updateBlackRects(float delta_time) {
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static_cast<float>(param.game.game_area.center_y + 1));
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int bottom_steps_by_h = static_cast<int>(bottom_black_rect_.h) - prev_bottom_h;
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int bottom_steps_by_y = prev_bottom_y - static_cast<int>(bottom_black_rect_.y);
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int bottom_steps = std::max(0, std::max(bottom_steps_by_h, bottom_steps_by_y));
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int bottom_steps = std::max({0, bottom_steps_by_h, bottom_steps_by_y});
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int steps_done = top_delta + bottom_steps;
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if (steps_done > 0) {
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@@ -460,20 +460,20 @@ void Credits::updateBlackRects(float delta_time) {
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if (!horizontal_done_) {
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int prev_left_w = static_cast<int>(left_black_rect_.w);
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left_black_rect_.w = std::min(left_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED),
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static_cast<float>(param.game.game_area.center_x));
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param.game.game_area.center_x);
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int left_gain = static_cast<int>(left_black_rect_.w) - prev_left_w;
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int prev_right_x = static_cast<int>(right_black_rect_.x);
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right_black_rect_.w = right_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED);
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right_black_rect_.x = std::max(right_black_rect_.x - static_cast<float>(HORIZONTAL_SPEED),
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static_cast<float>(param.game.game_area.center_x));
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param.game.game_area.center_x);
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int right_move = prev_right_x - static_cast<int>(right_black_rect_.x);
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int steps_done = left_gain + right_move;
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if (steps_done > 0) {
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current_step_ = std::max(0.0f, current_step_ - static_cast<float>(steps_done));
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current_step_ = std::max(0.0F, current_step_ - static_cast<float>(steps_done));
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float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
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int vol_i = static_cast<int>(std::clamp(vol_f, 0.0f, static_cast<float>(initial_volume_)));
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int vol_i = static_cast<int>(std::clamp(vol_f, 0.0F, static_cast<float>(initial_volume_)));
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Audio::get()->setMusicVolume(vol_i); // usa tu API de audio aquí
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}
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@@ -495,7 +495,9 @@ void Credits::updateBlackRects(float delta_time) {
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// Usar segundos puros en lugar de frames equivalentes
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if (counter_pre_fade_ >= PRE_FADE_DELAY_S) {
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if (fade_out_) fade_out_->activate();
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if (fade_out_) {
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fade_out_->activate();
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}
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} else {
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counter_pre_fade_ += delta_time;
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}
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@@ -680,7 +682,9 @@ void Credits::startCredits() {
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int pasos_right = (dx_right + (HORIZONTAL_SPEED - 1)) / HORIZONTAL_SPEED; // ceil
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total_steps_ = pasos_top + pasos_bottom + pasos_left + pasos_right;
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if (total_steps_ <= 0) total_steps_ = 1;
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if (total_steps_ <= 0) {
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total_steps_ = 1;
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}
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current_step_ = static_cast<float>(total_steps_);
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@@ -690,7 +694,9 @@ void Credits::startCredits() {
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initialized_ = true;
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// Asegurar volumen inicial consistente
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if (steps_ <= 0) steps_ = 1;
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if (steps_ <= 0) {
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steps_ = 1;
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}
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float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
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setVolume(static_cast<int>(std::clamp(vol_f, 0.0F, static_cast<float>(initial_volume_))));
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}
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@@ -711,8 +717,8 @@ void Credits::drawBorderRect() {
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SDL_Rect r;
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r.x = static_cast<int>(std::floor(border_rect_.x + 0.5F));
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r.y = static_cast<int>(std::floor(border_rect_.y + 0.5F));
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r.w = static_cast<int>(std::max(0.0f, std::floor(border_rect_.w + 0.5F)));
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r.h = static_cast<int>(std::max(0.0f, std::floor(border_rect_.h + 0.5F)));
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r.w = static_cast<int>(std::max(0.0F, std::floor(border_rect_.w + 0.5F)));
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r.h = static_cast<int>(std::max(0.0F, std::floor(border_rect_.h + 0.5F)));
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if (r.w > 0 && r.h > 0) {
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SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_);
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