Continuem estandaritzant noms

This commit is contained in:
2024-10-11 13:54:43 +02:00
parent e1fa1d2102
commit a9ca23138d
15 changed files with 866 additions and 849 deletions

View File

@@ -13,7 +13,7 @@
#include "background.h" // for Background
#include "balloon.h" // for Balloon, BALLOON_SPEED_1, BALLOON_...
#include "bullet.h" // for Bullet, BulletType::LEFT, BulletType::RIGHT
#include "enemy_formations.h" // for stage_t, EnemyFormations, enemyIni...
#include "enemy_formations.h" // for Stage, EnemyFormations, enemyIni...
#include "explosions.h" // for Explosions
#include "fade.h" // for Fade, FadeType::RANDOM_SQUARE, FADE_VEN...
#include "global_inputs.h" // for globalInputs::check
@@ -241,7 +241,7 @@ void Game::init(int playerID)
// Actualiza el numero de globos explotados según la fase de la demo
for (int i = 0; i < currentStage; ++i)
{
balloonsPopped += enemyFormations->getStage(i).powerToComplete;
balloonsPopped += enemyFormations->getStage(i).power_to_complete;
}
// Activa o no al otro jugador
@@ -277,7 +277,7 @@ void Game::init(int playerID)
totalPowerToCompleteGame = 0;
for (int i = 0; i < 10; ++i)
{
totalPowerToCompleteGame += enemyFormations->getStage(i).powerToComplete;
totalPowerToCompleteGame += enemyFormations->getStage(i).power_to_complete;
}
// Modo grabar demo
@@ -719,16 +719,16 @@ void Game::deployEnemyFormation()
lastEnemyDeploy = set;
const stage_t stage = enemyFormations->getStage(currentStage);
const auto numEnemies = stage.enemyPool->set[set]->numberOfEnemies;
const Stage stage = enemyFormations->getStage(currentStage);
const auto numEnemies = stage.enemy_pool->set[set]->number_of_enemies;
for (int i = 0; i < numEnemies; ++i)
{
createBalloon(stage.enemyPool->set[set]->init[i].x,
stage.enemyPool->set[set]->init[i].y,
stage.enemyPool->set[set]->init[i].kind,
stage.enemyPool->set[set]->init[i].velX,
createBalloon(stage.enemy_pool->set[set]->init[i].x,
stage.enemy_pool->set[set]->init[i].y,
stage.enemy_pool->set[set]->init[i].kind,
stage.enemy_pool->set[set]->init[i].vel_x,
enemySpeed,
stage.enemyPool->set[set]->init[i].creationCounter);
stage.enemy_pool->set[set]->init[i].creation_counter);
}
enemyDeployCounter = 300;
@@ -810,7 +810,7 @@ void Game::renderPlayers()
// Comprueba si hay cambio de fase y actualiza las variables
void Game::updateStage()
{
if (currentPower >= enemyFormations->getStage(currentStage).powerToComplete)
if (currentPower >= enemyFormations->getStage(currentStage).power_to_complete)
{
// Cambio de fase
currentStage++;
@@ -1014,7 +1014,7 @@ void Game::decBalloonSpeed()
// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
void Game::updateBalloonSpeed()
{
const float percent = (float)currentPower / (float)enemyFormations->getStage(currentStage).powerToComplete;
const float percent = (float)currentPower / (float)enemyFormations->getStage(currentStage).power_to_complete;
if (enemySpeed == BALLOON_SPEED_1)
{
if (percent > 0.2f)
@@ -1930,11 +1930,11 @@ void Game::updateMenace()
}
const auto stage = enemyFormations->getStage(currentStage);
const float percent = currentPower / stage.powerToComplete;
const int difference = stage.maxMenace - stage.minMenace;
const float percent = currentPower / stage.power_to_complete;
const int difference = stage.max_menace - stage.min_menace;
// Aumenta el nivel de amenaza en función de la puntuación
menaceThreshold = stage.minMenace + (difference * percent);
menaceThreshold = stage.min_menace + (difference * percent);
// Si el nivel de amenza es inferior al umbral
if (menaceCurrent < menaceThreshold)
@@ -2538,15 +2538,15 @@ void Game::checkEvents()
{
const auto set = 0;
const auto stage = enemyFormations->getStage(0);
const auto numEnemies = stage.enemyPool->set[set]->numberOfEnemies;
const auto numEnemies = stage.enemy_pool->set[set]->number_of_enemies;
for (int i = 0; i < numEnemies; ++i)
{
createBalloon(stage.enemyPool->set[set]->init[i].x,
stage.enemyPool->set[set]->init[i].y,
stage.enemyPool->set[set]->init[i].kind,
stage.enemyPool->set[set]->init[i].velX,
createBalloon(stage.enemy_pool->set[set]->init[i].x,
stage.enemy_pool->set[set]->init[i].y,
stage.enemy_pool->set[set]->init[i].kind,
stage.enemy_pool->set[set]->init[i].vel_x,
enemySpeed,
stage.enemyPool->set[set]->init[i].creationCounter);
stage.enemy_pool->set[set]->init[i].creation_counter);
}
}
break;
@@ -2650,7 +2650,7 @@ void Game::updateScoreboard()
// Resto de marcador
scoreboard->setStage(enemyFormations->getStage(currentStage).number);
scoreboard->setPower((float)currentPower / (float)enemyFormations->getStage(currentStage).powerToComplete);
scoreboard->setPower((float)currentPower / (float)enemyFormations->getStage(currentStage).power_to_complete);
scoreboard->setHiScore(hiScore.score);
scoreboard->setHiScoreName(hiScore.name);