jugant amb clang-tidy
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@@ -96,10 +96,10 @@ void BalloonManager::deployBalloonFormation(int stage) {
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last_balloon_deploy_ = formation;
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const auto set = balloon_formations_->getSet(stage, formation);
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const auto num_enemies = set.number_of_balloons;
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for (int i = 0; i < num_enemies; ++i) {
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auto p = set.init[i];
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const auto SET = balloon_formations_->getSet(stage, formation);
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const auto NUM_ENEMIES = SET.number_of_balloons;
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for (int i = 0; i < NUM_ENEMIES; ++i) {
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auto p = SET.init[i];
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createBalloon(
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p.x,
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p.y,
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@@ -117,20 +117,20 @@ void BalloonManager::deployBalloonFormation(int stage) {
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// Crea una formación de enemigos específica
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void BalloonManager::deploySet(int set_number) {
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const auto set = balloon_formations_->getSet(set_number);
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const auto num_enemies = set.number_of_balloons;
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for (int i = 0; i < num_enemies; ++i) {
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auto p = set.init[i];
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const auto SET = balloon_formations_->getSet(set_number);
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const auto NUM_ENEMIES = SET.number_of_balloons;
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for (int i = 0; i < NUM_ENEMIES; ++i) {
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auto p = SET.init[i];
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createBalloon(p.x, p.y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
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}
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}
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// Crea una formación de enemigos específica
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void BalloonManager::deploySet(int set_number, int y) {
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const auto set = balloon_formations_->getSet(set_number);
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const auto num_enemies = set.number_of_balloons;
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for (int i = 0; i < num_enemies; ++i) {
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auto p = set.init[i];
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const auto SET = balloon_formations_->getSet(set_number);
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const auto NUM_ENEMIES = SET.number_of_balloons;
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for (int i = 0; i < NUM_ENEMIES; ++i) {
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auto p = SET.init[i];
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createBalloon(p.x, y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
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}
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}
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@@ -340,14 +340,14 @@ void BalloonManager::createTwoBigBalloons() {
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// Crea una disposición de globos aleatoria
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void BalloonManager::createRandomBalloons() {
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const int num_balloons = 2 + rand() % 4;
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for (int i = 0; i < num_balloons; ++i) {
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const float x = param.game.game_area.rect.x + (rand() % static_cast<int>(param.game.game_area.rect.w)) - BALLOON_SIZE[3];
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const int y = param.game.game_area.rect.y + (rand() % 50);
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const BalloonSize size = static_cast<BalloonSize>(rand() % 4);
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const float vel_x = (rand() % 2 == 0) ? BALLOON_VELX_POSITIVE : BALLOON_VELX_NEGATIVE;
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const int creation_counter = 0;
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createBalloon(x, y, BalloonType::BALLOON, size, vel_x, balloon_speed_, creation_counter);
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const int NUM_BALLOONS = 2 + rand() % 4;
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for (int i = 0; i < NUM_BALLOONS; ++i) {
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const float X = param.game.game_area.rect.x + (rand() % static_cast<int>(param.game.game_area.rect.w)) - BALLOON_SIZE[3];
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const int Y = param.game.game_area.rect.y + (rand() % 50);
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const BalloonSize SIZE = static_cast<BalloonSize>(rand() % 4);
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const float VEL_X = (rand() % 2 == 0) ? BALLOON_VELX_POSITIVE : BALLOON_VELX_NEGATIVE;
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const int CREATION_COUNTER = 0;
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createBalloon(X, Y, BalloonType::BALLOON, SIZE, VEL_X, balloon_speed_, CREATION_COUNTER);
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}
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}
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