clang-tidy (amb el fuck de que no feien bona parella el clang de macos i el tidy de llvm)
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@@ -57,7 +57,7 @@ Game::Game(Player::Id player_id, int current_stage, bool demo_enabled)
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screen_(Screen::get()),
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input_(Input::get()),
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canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
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pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })),
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pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) -> void { onPauseStateChanged(is_paused); })),
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stage_manager_(std::make_unique<StageManager>()),
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balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())),
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bullet_manager_(std::make_unique<BulletManager>()),
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@@ -71,8 +71,8 @@ Game::Game(Player::Id player_id, int current_stage, bool demo_enabled)
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// Otras variables
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::NONE;
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stage_manager_->initialize(Asset::get()->get("stages.txt"));
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stage_manager_->setPowerChangeCallback([this](int amount) { background_->incrementProgress(amount); });
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stage_manager_->initialize(Asset::get()->getPath("stages.txt"));
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stage_manager_->setPowerChangeCallback([this](int amount) -> void { background_->incrementProgress(amount); });
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stage_manager_->jumpToStage(current_stage);
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// Asigna texturas y animaciones
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@@ -109,7 +109,7 @@ Game::Game(Player::Id player_id, int current_stage, bool demo_enabled)
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initPaths();
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// Registra callbacks
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ServiceMenu::get()->setStateChangeCallback([this](bool is_active) {
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ServiceMenu::get()->setStateChangeCallback([this](bool is_active) -> void {
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// Solo aplicar pausa si NO estamos en modo demo
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if (!demo_.enabled) {
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pause_manager_->setServiceMenuPause(is_active);
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@@ -117,15 +117,15 @@ Game::Game(Player::Id player_id, int current_stage, bool demo_enabled)
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});
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// Configura callbacks del BulletManager
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bullet_manager_->setTabeCollisionCallback([this](const std::shared_ptr<Bullet>& bullet) {
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bullet_manager_->setTabeCollisionCallback([this](const std::shared_ptr<Bullet>& bullet) -> bool {
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return checkBulletTabeCollision(bullet);
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});
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bullet_manager_->setBalloonCollisionCallback([this](const std::shared_ptr<Bullet>& bullet) {
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bullet_manager_->setBalloonCollisionCallback([this](const std::shared_ptr<Bullet>& bullet) -> bool {
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return checkBulletBalloonCollision(bullet);
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});
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bullet_manager_->setOutOfBoundsCallback([this](const std::shared_ptr<Bullet>& bullet) {
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bullet_manager_->setOutOfBoundsCallback([this](const std::shared_ptr<Bullet>& bullet) -> void {
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getPlayer(static_cast<Player::Id>(bullet->getOwner()))->decScoreMultiplier();
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});
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#ifdef RECORDING
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@@ -137,7 +137,7 @@ Game::~Game() {
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// [Modo JUEGO] Guarda puntuaciones y transita a modo título
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if (!demo_.enabled) {
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auto manager = std::make_unique<ManageHiScoreTable>(Options::settings.hi_score_table);
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manager->saveToFile(Asset::get()->get("score.bin"));
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manager->saveToFile(Asset::get()->getPath("score.bin"));
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Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
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if (Options::audio.enabled) {
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// Musica
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@@ -151,7 +151,7 @@ Game::~Game() {
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ServiceMenu::get()->setStateChangeCallback(nullptr);
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#ifdef RECORDING
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saveDemoFile(Asset::get()->get("demo1.bin"), demo_.data.at(0));
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saveDemoFile(Asset::get()->getPath("demo1.bin"), demo_.data.at(0));
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#endif
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Scoreboard::destroy();
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@@ -551,7 +551,7 @@ void Game::handleTabeHitEffects() {
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// Maneja la colisión entre bala y globos
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auto Game::checkBulletBalloonCollision(const std::shared_ptr<Bullet>& bullet) -> bool {
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return std::ranges::any_of(balloon_manager_->getBalloons(), [this, &bullet](auto& balloon) {
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return std::ranges::any_of(balloon_manager_->getBalloons(), [this, &bullet](auto& balloon) -> auto {
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if (!balloon->isEnabled() || balloon->isInvulnerable()) {
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return false;
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}
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@@ -684,7 +684,7 @@ void Game::createItem(ItemType type, float x, float y) {
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// Vacia el vector de items
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void Game::freeItems() {
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std::erase_if(items_, [&](const auto& item) {
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std::erase_if(items_, [&](const auto& item) -> auto {
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if (!item->isEnabled()) {
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// Comprobamos si hay que realizar una acción extra
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if (item->getType() == ItemType::COFFEE_MACHINE) {
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@@ -715,7 +715,7 @@ void Game::createItemText(int x, const std::shared_ptr<Texture>& texture) {
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// Inicializa
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path_sprites_.back()->setWidth(W);
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path_sprites_.back()->setHeight(H);
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path_sprites_.back()->setSpriteClip({0, 0, static_cast<float>(W), static_cast<float>(H)});
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path_sprites_.back()->setSpriteClip({.x = 0, .y = 0, .w = static_cast<float>(W), .h = static_cast<float>(H)});
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path_sprites_.back()->addPath(Y0, Y1, PathType::VERTICAL, x, 1.667F, easeOutQuint, 0); // 100 frames → 1.667s
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path_sprites_.back()->addPath(Y1, Y2, PathType::VERTICAL, x, 1.333F, easeInQuint, 0); // 80 frames → 1.333s
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path_sprites_.back()->enable();
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@@ -734,14 +734,14 @@ void Game::createMessage(const std::vector<Path>& paths, const std::shared_ptr<T
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// Vacia la lista de smartsprites
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void Game::freeSmartSprites() {
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std::erase_if(smart_sprites_, [](const auto& sprite) {
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std::erase_if(smart_sprites_, [](const auto& sprite) -> auto {
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return sprite->hasFinished();
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});
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}
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// Vacia la lista de pathsprites
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void Game::freePathSprites() {
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std::erase_if(path_sprites_, [](const auto& sprite) {
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std::erase_if(path_sprites_, [](const auto& sprite) -> auto {
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return sprite->hasFinished();
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});
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}
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@@ -763,7 +763,7 @@ void Game::throwCoffee(int x, int y) {
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smart_sprites_.back()->setEnabled(true);
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smart_sprites_.back()->setFinishedDelay(0.0F);
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smart_sprites_.back()->setSpriteClip(0, Item::HEIGHT, Item::WIDTH, Item::HEIGHT);
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smart_sprites_.back()->setRotatingCenter({Item::WIDTH / 2, Item::HEIGHT / 2});
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smart_sprites_.back()->setRotatingCenter({.x = Item::WIDTH / 2, .y = Item::HEIGHT / 2});
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smart_sprites_.back()->setRotate(true);
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smart_sprites_.back()->setRotateAmount(90.0);
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}
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@@ -1200,7 +1200,7 @@ void Game::checkPlayersStatusPlaying() {
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// Obtiene un jugador a partir de su "id"
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auto Game::getPlayer(Player::Id id) -> std::shared_ptr<Player> {
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auto it = std::ranges::find_if(players_, [id](const auto& player) { return player->getId() == id; });
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auto it = std::ranges::find_if(players_, [id](const auto& player) -> auto { return player->getId() == id; });
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if (it != players_.end()) {
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return *it;
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@@ -1298,11 +1298,11 @@ void Game::demoHandlePlayerInput(const std::shared_ptr<Player>& player, int inde
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// Maneja el disparo de un jugador, incluyendo la creación de balas y la gestión del tiempo de espera entre disparos.
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void Game::handleFireInput(const std::shared_ptr<Player>& player, Bullet::Type type) {
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if (player->canFire()) {
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SDL_Point bullet = {0, 0};
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SDL_Point bullet = {.x = 0, .y = 0};
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switch (type) {
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case Bullet::Type::UP:
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player->setInput(Input::Action::FIRE_CENTER);
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bullet.x = 2 + player->getPosX() + (Player::WIDTH - Bullet::WIDTH) / 2;
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bullet.x = 2 + player->getPosX() + ((Player::WIDTH - Bullet::WIDTH) / 2);
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bullet.y = player->getPosY() - (Bullet::HEIGHT / 2);
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break;
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case Bullet::Type::LEFT:
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@@ -1969,7 +1969,7 @@ void Game::buildPlayerDrawList(const Players& elements, Players& draw_list) {
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for (const auto& e : elements) {
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draw_list.push_back(e); // copia el shared_ptr
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}
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std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) {
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std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) -> bool {
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return a->getZOrder() < b->getZOrder();
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});
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}
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@@ -1983,7 +1983,7 @@ void Game::updatePlayerDrawList(const Players& elements, Players& draw_list) {
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return;
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}
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// Dado que apuntan a los mismos elementos, basta ordenar por los z_order actuales.
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std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) {
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std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) -> bool {
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return a->getZOrder() < b->getZOrder();
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});
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}
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