clang-tidy (amb el fuck de que no feien bona parella el clang de macos i el tidy de llvm)
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@@ -34,7 +34,7 @@ Background::Background(float total_progress_to_complete)
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sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR),
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minimum_completed_progress_(total_progress_to_complete_ * MINIMUM_COMPLETED_PROGRESS_PERCENTAGE),
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rect_(SDL_FRect{0, 0, static_cast<float>(gradients_texture_->getWidth() / 2), static_cast<float>(gradients_texture_->getHeight() / 2)}),
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rect_(SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(gradients_texture_->getWidth() / 2), .h = static_cast<float>(gradients_texture_->getHeight() / 2)}),
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src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
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dst_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
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attenuate_color_(Color(param.background.attenuate_color.r, param.background.attenuate_color.g, param.background.attenuate_color.b)),
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@@ -82,11 +82,11 @@ void Background::initializeSprites() {
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const float TOP_CLOUDS_Y = base_ - 165;
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const float BOTTOM_CLOUDS_Y = base_ - 101;
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){0, TOP_CLOUDS_Y, rect_.w, static_cast<float>(top_clouds_texture_->getHeight())});
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top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){rect_.w, TOP_CLOUDS_Y, rect_.w, static_cast<float>(top_clouds_texture_->getHeight())});
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){.x = 0, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
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top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){.x = rect_.w, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){0, BOTTOM_CLOUDS_Y, rect_.w, static_cast<float>(bottom_clouds_texture_->getHeight())});
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bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){rect_.w, BOTTOM_CLOUDS_Y, rect_.w, static_cast<float>(bottom_clouds_texture_->getHeight())});
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){.x = 0, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
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bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){.x = rect_.w, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
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buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
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gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
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@@ -152,7 +152,7 @@ void Background::update(float delta_time) {
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grass_sprite_->update(delta_time);
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// Calcula el valor de alpha
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alpha_ = std::max((255 - (int)(255 * transition_)), 0);
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alpha_ = std::max((255 - static_cast<int>(255 * transition_)), 0);
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// Mueve el sol y la luna según la progresión
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sun_sprite_->setPosition(sun_path_.at(sun_index_));
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@@ -537,14 +537,14 @@ void Background::createSunPath() {
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double theta = M_PI / 2 + (i * STEP);
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float x = CENTER_X + (RADIUS * cos(theta));
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float y = CENTER_Y - (RADIUS * sin(theta));
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sun_path_.push_back({x, y});
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sun_path_.push_back({.x = x, .y = y});
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}
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// Agregar puntos en línea recta después de la curva
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constexpr int EXTRA_PIXELS = 40;
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SDL_FPoint last_point = sun_path_.back();
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for (int i = 1; i <= EXTRA_PIXELS; ++i) {
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sun_path_.push_back({last_point.x, last_point.y + i});
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sun_path_.push_back({.x = last_point.x, .y = last_point.y + i});
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}
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}
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@@ -569,7 +569,7 @@ void Background::createMoonPath() {
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if (i >= FREEZE_START_INDEX && !moon_path_.empty()) {
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moon_path_.push_back(moon_path_.back()); // Repite el último punto válido
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} else {
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moon_path_.push_back({x, y});
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moon_path_.push_back({.x = x, .y = y});
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}
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}
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}
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