Les enum class passen a estar totes amb la inicial en majuscula

This commit is contained in:
2024-10-07 12:30:46 +02:00
parent cffa4c3c92
commit 7ebefd7b54
16 changed files with 173 additions and 173 deletions

View File

@@ -33,7 +33,7 @@ Player::Player(int id, float x, int y, bool demo, SDL_Rect *playArea, std::vecto
// Inicializa variables
this->id = id;
this->demo = demo;
statusPlaying = playerStatus::WAITING;
statusPlaying = PlayerStatus::WAITING;
scoreBoardPanel = 0;
name = "";
setRecordName(enterName->getName());
@@ -46,8 +46,8 @@ void Player::init()
// Inicializa variables de estado
posX = defaultPosX;
posY = defaultPosY;
statusWalking = playerStatus::WALKING_STOP;
statusFiring = playerStatus::FIRING_NO;
statusWalking = PlayerStatus::WALKING_STOP;
statusFiring = PlayerStatus::FIRING_NO;
invulnerable = true;
invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
powerUp = false;
@@ -81,11 +81,11 @@ void Player::setInput(int input)
{
switch (statusPlaying)
{
case playerStatus::PLAYING:
case PlayerStatus::PLAYING:
setInputPlaying(input);
break;
case playerStatus::ENTERING_NAME:
case PlayerStatus::ENTERING_NAME:
setInputEnteringName(input);
break;
@@ -101,29 +101,29 @@ void Player::setInputPlaying(int input)
{
case input_left:
velX = -baseSpeed;
setWalkingStatus(playerStatus::WALKING_LEFT);
setWalkingStatus(PlayerStatus::WALKING_LEFT);
break;
case input_right:
velX = baseSpeed;
setWalkingStatus(playerStatus::WALKING_RIGHT);
setWalkingStatus(PlayerStatus::WALKING_RIGHT);
break;
case input_fire_center:
setFiringStatus(playerStatus::FIRING_UP);
setFiringStatus(PlayerStatus::FIRING_UP);
break;
case input_fire_left:
setFiringStatus(playerStatus::FIRING_LEFT);
setFiringStatus(PlayerStatus::FIRING_LEFT);
break;
case input_fire_right:
setFiringStatus(playerStatus::FIRING_RIGHT);
setFiringStatus(PlayerStatus::FIRING_RIGHT);
break;
default:
velX = 0;
setWalkingStatus(playerStatus::WALKING_STOP);
setWalkingStatus(PlayerStatus::WALKING_STOP);
break;
}
}
@@ -198,7 +198,7 @@ void Player::move()
// Si el cadaver abandona el area de juego por abajo
if (playerSprite->getPosY() > param.game.playArea.rect.h)
{
setStatusPlaying(playerStatus::DIED);
setStatusPlaying(PlayerStatus::DIED);
}
}
}
@@ -219,7 +219,7 @@ void Player::render()
}
// Establece el estado del jugador cuando camina
void Player::setWalkingStatus(playerStatus status)
void Player::setWalkingStatus(PlayerStatus status)
{
// Si cambiamos de estado, reiniciamos la animación
if (statusWalking != status)
@@ -229,7 +229,7 @@ void Player::setWalkingStatus(playerStatus status)
}
// Establece el estado del jugador cuando dispara
void Player::setFiringStatus(playerStatus status)
void Player::setFiringStatus(PlayerStatus status)
{
// Si cambiamos de estado, reiniciamos la animación
if (statusFiring != status)
@@ -242,16 +242,16 @@ void Player::setFiringStatus(playerStatus status)
void Player::setAnimation()
{
// Crea cadenas de texto para componer el nombre de la animación
const std::string aWalking = statusWalking == playerStatus::WALKING_STOP ? "stand" : "walk";
const std::string aFiring = statusFiring == playerStatus::FIRING_UP ? "centershoot" : "sideshoot";
const std::string aWalking = statusWalking == PlayerStatus::WALKING_STOP ? "stand" : "walk";
const std::string aFiring = statusFiring == PlayerStatus::FIRING_UP ? "centershoot" : "sideshoot";
const SDL_RendererFlip flipWalk = statusWalking == playerStatus::WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
const SDL_RendererFlip flipFire = statusFiring == playerStatus::FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
const SDL_RendererFlip flipWalk = statusWalking == PlayerStatus::WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
const SDL_RendererFlip flipFire = statusFiring == PlayerStatus::FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
// Establece la animación a partir de las cadenas
if (isPlaying())
{
if (statusFiring == playerStatus::FIRING_NO)
if (statusFiring == PlayerStatus::FIRING_NO)
{ // No esta disparando
playerSprite->setCurrentAnimation(aWalking);
playerSprite->setFlip(flipWalk);
@@ -326,7 +326,7 @@ void Player::updateCooldown()
}
else
{
setFiringStatus(playerStatus::FIRING_NO);
setFiringStatus(PlayerStatus::FIRING_NO);
}
}
@@ -367,43 +367,43 @@ void Player::addScore(int score)
// Indica si el jugador está jugando
bool Player::isPlaying() const
{
return statusPlaying == playerStatus::PLAYING;
return statusPlaying == PlayerStatus::PLAYING;
}
// Indica si el jugador está continuando
bool Player::isContinue() const
{
return statusPlaying == playerStatus::CONTINUE;
return statusPlaying == PlayerStatus::CONTINUE;
}
// Indica si el jugador está esperando
bool Player::isWaiting() const
{
return statusPlaying == playerStatus::WAITING;
return statusPlaying == PlayerStatus::WAITING;
}
// Indica si el jugador está introduciendo su nombre
bool Player::isEnteringName() const
{
return statusPlaying == playerStatus::ENTERING_NAME;
return statusPlaying == PlayerStatus::ENTERING_NAME;
}
// Indica si el jugador está muriendose
bool Player::isDying() const
{
return statusPlaying == playerStatus::DYING;
return statusPlaying == PlayerStatus::DYING;
}
// Indica si el jugador ha terminado de morir
bool Player::hasDied() const
{
return statusPlaying == playerStatus::DIED;
return statusPlaying == PlayerStatus::DIED;
}
// Indica si el jugador ya ha terminado de jugar
bool Player::isGameOver() const
{
return statusPlaying == playerStatus::GAME_OVER;
return statusPlaying == PlayerStatus::GAME_OVER;
}
// Actualiza el panel del marcador
@@ -412,13 +412,13 @@ void Player::updateScoreboard()
switch (statusPlaying)
{
case playerStatus::CONTINUE:
case PlayerStatus::CONTINUE:
{
Scoreboard::get()->setContinue(getScoreBoardPanel(), getContinueCounter());
break;
}
case playerStatus::ENTERING_NAME:
case PlayerStatus::ENTERING_NAME:
{
Scoreboard::get()->setRecordName(getScoreBoardPanel(), getRecordName());
Scoreboard::get()->setSelectorPos(getScoreBoardPanel(), getRecordNamePos());
@@ -431,7 +431,7 @@ void Player::updateScoreboard()
}
// Cambia el modo del marcador
void Player::setScoreboardMode(scoreboardMode mode)
void Player::setScoreboardMode(ScoreboardMode mode)
{
if (!demo)
{
@@ -440,43 +440,43 @@ void Player::setScoreboardMode(scoreboardMode mode)
}
// Establece el estado del jugador en el juego
void Player::setStatusPlaying(playerStatus value)
void Player::setStatusPlaying(PlayerStatus value)
{
statusPlaying = value;
switch (statusPlaying)
{
case playerStatus::PLAYING:
case PlayerStatus::PLAYING:
{
statusPlaying = playerStatus::PLAYING;
statusPlaying = PlayerStatus::PLAYING;
init();
setScoreboardMode(scoreboardMode::SCORE);
setScoreboardMode(ScoreboardMode::SCORE);
break;
}
case playerStatus::CONTINUE:
case PlayerStatus::CONTINUE:
{
// Inicializa el contador de continuar
continueTicks = SDL_GetTicks();
continueCounter = 9;
enterName->init();
setScoreboardMode(scoreboardMode::CONTINUE);
setScoreboardMode(ScoreboardMode::CONTINUE);
break;
}
case playerStatus::WAITING:
case PlayerStatus::WAITING:
{
setScoreboardMode(scoreboardMode::WAITING);
setScoreboardMode(ScoreboardMode::WAITING);
break;
}
case playerStatus::ENTERING_NAME:
case PlayerStatus::ENTERING_NAME:
{
setScoreboardMode(scoreboardMode::ENTER_NAME);
setScoreboardMode(ScoreboardMode::ENTER_NAME);
break;
}
case playerStatus::DYING:
case PlayerStatus::DYING:
{
// Activa la animación de morir
playerSprite->setAccelY(0.2f);
@@ -485,16 +485,16 @@ void Player::setStatusPlaying(playerStatus value)
break;
}
case playerStatus::DIED:
case PlayerStatus::DIED:
{
const auto nextPlayerStatus = IsEligibleForHighScore() ? playerStatus::ENTERING_NAME : playerStatus::CONTINUE;
demo ? setStatusPlaying(playerStatus::WAITING) : setStatusPlaying(nextPlayerStatus);
const auto nextPlayerStatus = IsEligibleForHighScore() ? PlayerStatus::ENTERING_NAME : PlayerStatus::CONTINUE;
demo ? setStatusPlaying(PlayerStatus::WAITING) : setStatusPlaying(nextPlayerStatus);
break;
}
case playerStatus::GAME_OVER:
case PlayerStatus::GAME_OVER:
{
setScoreboardMode(scoreboardMode::GAME_OVER);
setScoreboardMode(ScoreboardMode::GAME_OVER);
break;
}
@@ -504,7 +504,7 @@ void Player::setStatusPlaying(playerStatus value)
}
// Obtiene el estado del jugador en el juego
playerStatus Player::getStatusPlaying() const
PlayerStatus Player::getStatusPlaying() const
{
return statusPlaying;
}
@@ -694,7 +694,7 @@ int Player::getContinueCounter() const
// Actualiza el contador de continue
void Player::updateContinueCounter()
{
if (statusPlaying == playerStatus::CONTINUE)
if (statusPlaying == PlayerStatus::CONTINUE)
{
const Uint32 ticksSpeed = 1000;
@@ -724,7 +724,7 @@ void Player::decContinueCounter()
continueCounter--;
if (continueCounter < 0)
{
setStatusPlaying(playerStatus::GAME_OVER);
setStatusPlaying(PlayerStatus::GAME_OVER);
}
}