jugant amb clang-tidy
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@@ -30,15 +30,15 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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vy_ = 0;
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max_vy_ = 3.0f;
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const int index = static_cast<int>(size_);
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gravity_ = param.balloon.settings.at(index).grav;
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default_vy_ = param.balloon.settings.at(index).vel;
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h_ = w_ = BALLOON_SIZE[index];
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power_ = BALLOON_POWER[index];
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menace_ = BALLOON_MENACE[index];
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score_ = BALLOON_SCORE[index];
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bouncing_sound_ = BALLOON_BOUNCING_SOUND[index];
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popping_sound_ = BALLOON_POPPING_SOUND[index];
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const int INDEX = static_cast<int>(size_);
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gravity_ = param.balloon.settings.at(INDEX).grav;
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default_vy_ = param.balloon.settings.at(INDEX).vel;
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h_ = w_ = BALLOON_SIZE[INDEX];
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power_ = BALLOON_POWER[INDEX];
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menace_ = BALLOON_MENACE[INDEX];
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score_ = BALLOON_SCORE[INDEX];
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bouncing_sound_ = BALLOON_BOUNCING_SOUND[INDEX];
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popping_sound_ = BALLOON_POPPING_SOUND[INDEX];
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break;
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}
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@@ -47,19 +47,19 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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default_vy_ = max_vy_ = vy_ = fabs(vx_ * 2.0f);
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gravity_ = 0.00f;
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const int index = static_cast<int>(size_);
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h_ = w_ = BALLOON_SIZE[index];
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power_ = BALLOON_POWER[index];
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menace_ = BALLOON_MENACE[index];
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score_ = BALLOON_SCORE[index];
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bouncing_sound_ = BALLOON_BOUNCING_SOUND[index];
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popping_sound_ = BALLOON_POPPING_SOUND[index];
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const int INDEX = static_cast<int>(size_);
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h_ = w_ = BALLOON_SIZE[INDEX];
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power_ = BALLOON_POWER[INDEX];
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menace_ = BALLOON_MENACE[INDEX];
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score_ = BALLOON_SCORE[INDEX];
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bouncing_sound_ = BALLOON_BOUNCING_SOUND[INDEX];
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popping_sound_ = BALLOON_POPPING_SOUND[INDEX];
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break;
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}
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case BalloonType::POWERBALL: {
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constexpr int index = 3;
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constexpr int INDEX = 3;
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h_ = w_ = BALLOON_SIZE[4];
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bouncing_sound_ = BALLOON_BOUNCING_SOUND[3];
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popping_sound_ = "power_ball_explosion.wav";
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@@ -67,8 +67,8 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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vy_ = 0;
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max_vy_ = 3.0f;
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gravity_ = param.balloon.settings.at(index).grav;
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default_vy_ = param.balloon.settings.at(index).vel;
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gravity_ = param.balloon.settings.at(INDEX).grav;
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default_vy_ = param.balloon.settings.at(INDEX).vel;
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sprite_->setRotate(creation_timer <= 0);
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sprite_->setRotateAmount(vx_ > 0.0f ? 2.0 : -2.0);
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@@ -96,9 +96,9 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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// Centra el globo en la posición X
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void Balloon::alignTo(int x) {
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x_ = static_cast<float>(x - (w_ / 2));
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const int min_x = play_area_.x;
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const int max_x = play_area_.w - w_;
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x_ = std::clamp(x_, static_cast<float>(min_x), static_cast<float>(max_x));
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const int MIN_X = play_area_.x;
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const int MAX_X = play_area_.w - w_;
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x_ = std::clamp(x_, static_cast<float>(MIN_X), static_cast<float>(MAX_X));
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}
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// Pinta el globo en la pantalla
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@@ -146,13 +146,13 @@ void Balloon::move() {
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x_ += vx_ * speed_;
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// Colisión en las partes laterales de la zona de juego
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const int clip = 2;
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const float min_x = play_area_.x - clip;
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const float max_x = play_area_.x + play_area_.w - w_ + clip;
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if (x_ < min_x || x_ > max_x) {
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const int CLIP = 2;
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const float MIN_X = play_area_.x - CLIP;
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const float MAX_X = play_area_.x + play_area_.w - w_ + CLIP;
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if (x_ < MIN_X || x_ > MAX_X) {
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if (bouncing_sound_enabled_)
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playSound(bouncing_sound_);
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x_ = std::clamp(x_, min_x, max_x);
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x_ = std::clamp(x_, MIN_X, MAX_X);
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vx_ = -vx_;
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// Activa el efecto de rebote o invierte la rotación
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if (type_ == BalloonType::POWERBALL) {
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@@ -167,22 +167,22 @@ void Balloon::move() {
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// Colisión en la parte superior solo si el globo va de subida
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if (vy_ < 0) {
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const int min_y = play_area_.y;
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if (y_ < min_y) {
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const int MIN_Y = play_area_.y;
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if (y_ < MIN_Y) {
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if (bouncing_sound_enabled_)
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playSound(bouncing_sound_);
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y_ = min_y;
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y_ = MIN_Y;
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vy_ = -vy_;
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enableBounce();
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}
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}
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// Colisión en la parte inferior de la zona de juego
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const int max_y = play_area_.y + play_area_.h - h_;
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if (y_ > max_y) {
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const int MAX_Y = play_area_.y + play_area_.h - h_;
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if (y_ > MAX_Y) {
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if (bouncing_sound_enabled_)
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playSound(bouncing_sound_);
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y_ = max_y;
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y_ = MAX_Y;
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vy_ = -default_vy_;
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if (type_ != BalloonType::POWERBALL) {
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enableBounce();
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@@ -240,10 +240,10 @@ void Balloon::updateState() {
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x_ += vx_;
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// Comprueba no se salga por los laterales
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const int min_x = play_area_.x;
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const int max_x = play_area_.w - w_;
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const int MIN_X = play_area_.x;
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const int MAX_X = play_area_.w - w_;
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if (x_ < min_x || x_ > max_x) {
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if (x_ < MIN_X || x_ > MAX_X) {
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// Corrige y cambia el sentido de la velocidad
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x_ -= vx_;
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vx_ = -vx_;
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@@ -340,9 +340,9 @@ void Balloon::disableBounce() {
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// Aplica el efecto
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void Balloon::updateBounce() {
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if (bouncing_.enabled) {
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const int index = bouncing_.counter / bouncing_.speed;
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bouncing_.zoomW = bouncing_.w[index];
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bouncing_.zoomH = bouncing_.h[index];
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const int INDEX = bouncing_.counter / bouncing_.speed;
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bouncing_.zoomW = bouncing_.w[INDEX];
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bouncing_.zoomH = bouncing_.h[INDEX];
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zoomSprite();
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@@ -371,8 +371,8 @@ void Balloon::playSound(const std::string &name) {
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if (!sound_enabled_)
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return;
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static auto audio = Audio::get();
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audio->playSound(name);
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static auto audio_ = Audio::get();
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audio_->playSound(name);
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}
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// Explota el globo
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