clang-tidy
This commit is contained in:
@@ -46,7 +46,7 @@ void Player::init() {
|
||||
firing_state_ = PlayerState::FIRING_NONE;
|
||||
playing_state_ = PlayerState::WAITING;
|
||||
power_up_ = false;
|
||||
power_up_counter_ = POWERUP_COUNTER_;
|
||||
power_up_counter_ = POWERUP_COUNTER;
|
||||
extra_hit_ = false;
|
||||
coffees_ = 0;
|
||||
continue_ticks_ = 0;
|
||||
@@ -91,12 +91,12 @@ void Player::setInput(InputAction input) {
|
||||
void Player::setInputPlaying(InputAction input) {
|
||||
switch (input) {
|
||||
case InputAction::LEFT: {
|
||||
vel_x_ = -BASE_SPEED_;
|
||||
vel_x_ = -BASE_SPEED;
|
||||
setWalkingState(PlayerState::WALKING_LEFT);
|
||||
break;
|
||||
}
|
||||
case InputAction::RIGHT: {
|
||||
vel_x_ = BASE_SPEED_;
|
||||
vel_x_ = BASE_SPEED;
|
||||
setWalkingState(PlayerState::WALKING_RIGHT);
|
||||
break;
|
||||
}
|
||||
@@ -153,7 +153,7 @@ void Player::move() {
|
||||
|
||||
// Si el jugador abandona el area de juego por los laterales, restaura su posición
|
||||
const float MIN_X = play_area_.x - 5;
|
||||
const float MAX_X = play_area_.w + 5 - WIDTH_;
|
||||
const float MAX_X = play_area_.w + 5 - WIDTH;
|
||||
pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
|
||||
|
||||
shiftSprite();
|
||||
@@ -163,7 +163,7 @@ void Player::move() {
|
||||
// Si el jugador abandona el area de juego por los laterales lo hace rebotar
|
||||
const int X = player_sprite_->getPosX();
|
||||
const int MIN_X = play_area_.x;
|
||||
const int MAX_X = play_area_.x + play_area_.w - WIDTH_;
|
||||
const int MAX_X = play_area_.x + play_area_.w - WIDTH;
|
||||
if ((X < MIN_X) || (X > MAX_X)) {
|
||||
player_sprite_->setPosX(std::clamp(X, MIN_X, MAX_X));
|
||||
player_sprite_->setVelX(-player_sprite_->getVelX());
|
||||
@@ -171,10 +171,10 @@ void Player::move() {
|
||||
}
|
||||
|
||||
// Si el jugador toca el suelo rebota y si tiene poca velocidad, se detiene y cambia de estado
|
||||
if (player_sprite_->getPosY() > play_area_.h - HEIGHT_) {
|
||||
if (player_sprite_->getPosY() > play_area_.h - HEIGHT) {
|
||||
if (player_sprite_->getVelY() < 2.0f) {
|
||||
// Si la velocidad de rebote es baja, lo detiene y cambia de estado
|
||||
const auto NEXT_PLAYER_STATUS = IsEligibleForHighScore() ? PlayerState::ENTERING_NAME : PlayerState::CONTINUE;
|
||||
const auto NEXT_PLAYER_STATUS = isEligibleForHighScore() ? PlayerState::ENTERING_NAME : PlayerState::CONTINUE;
|
||||
demo_ ? setPlayingState(PlayerState::LYING_ON_THE_FLOOR_FOREVER) : setPlayingState(NEXT_PLAYER_STATUS);
|
||||
pos_x_ = player_sprite_->getPosX();
|
||||
pos_y_ = default_pos_y_;
|
||||
@@ -183,7 +183,7 @@ void Player::move() {
|
||||
playSound("jump.wav");
|
||||
} else {
|
||||
// Decrementa las velocidades de rebote
|
||||
player_sprite_->setPosY(play_area_.h - HEIGHT_);
|
||||
player_sprite_->setPosY(play_area_.h - HEIGHT);
|
||||
player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f);
|
||||
player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f);
|
||||
player_sprite_->setAnimationSpeed(player_sprite_->getAnimationSpeed() * 2);
|
||||
@@ -195,7 +195,7 @@ void Player::move() {
|
||||
case PlayerState::TITLE_ANIMATION: {
|
||||
// Si el jugador abandona el area de juego por los laterales lo detiene
|
||||
/*const int X = player_sprite_->getPosX();
|
||||
const int MIN_X = play_area_.x - WIDTH_;
|
||||
const int MIN_X = play_area_.x - WIDTH;
|
||||
const int MAX_X = play_area_.x + play_area_.w;
|
||||
if ((X < MIN_X) || (X > MAX_X))
|
||||
{
|
||||
@@ -219,7 +219,7 @@ void Player::move() {
|
||||
break;
|
||||
}
|
||||
pos_x_ += vel_x_ * 2.0f;
|
||||
const float MIN_X = -WIDTH_;
|
||||
const float MIN_X = -WIDTH;
|
||||
const float MAX_X = play_area_.w;
|
||||
pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
|
||||
shiftSprite();
|
||||
@@ -253,7 +253,7 @@ void Player::move() {
|
||||
break;
|
||||
}
|
||||
pos_x_ += vel_x_;
|
||||
const float MIN_X = -WIDTH_;
|
||||
const float MIN_X = -WIDTH;
|
||||
const float MAX_X = play_area_.w;
|
||||
pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
|
||||
shiftSprite();
|
||||
@@ -298,8 +298,8 @@ void Player::move() {
|
||||
pos_x_ += vel_x_ / 2.0f;
|
||||
if (vel_x_ > 0) {
|
||||
// setInputPlaying(InputAction::RIGHT);
|
||||
if (pos_x_ > param.game.game_area.rect.w - WIDTH_) {
|
||||
pos_x_ = param.game.game_area.rect.w - WIDTH_;
|
||||
if (pos_x_ > param.game.game_area.rect.w - WIDTH) {
|
||||
pos_x_ = param.game.game_area.rect.w - WIDTH;
|
||||
vel_x_ *= -1;
|
||||
}
|
||||
} else {
|
||||
@@ -310,7 +310,7 @@ void Player::move() {
|
||||
}
|
||||
}
|
||||
|
||||
if (pos_x_ > param.game.game_area.center_x - WIDTH_ / 2) {
|
||||
if (pos_x_ > param.game.game_area.center_x - WIDTH / 2) {
|
||||
setWalkingState(PlayerState::WALKING_LEFT);
|
||||
} else {
|
||||
setWalkingState(PlayerState::WALKING_RIGHT);
|
||||
@@ -326,7 +326,7 @@ void Player::move() {
|
||||
// Pinta el jugador en pantalla
|
||||
void Player::render() {
|
||||
if (power_up_ && isPlaying()) {
|
||||
if (power_up_counter_ > (POWERUP_COUNTER_ / 4) || power_up_counter_ % 20 > 4) {
|
||||
if (power_up_counter_ > (POWERUP_COUNTER / 4) || power_up_counter_ % 20 > 4) {
|
||||
power_sprite_->render();
|
||||
}
|
||||
}
|
||||
@@ -406,7 +406,7 @@ void Player::setAnimation() {
|
||||
void Player::updateCooldown() {
|
||||
if (playing_state_ == PlayerState::PLAYING) {
|
||||
if (cant_fire_counter_ > 0) {
|
||||
cooling_state_counter_ = COOLING_DURATION_;
|
||||
cooling_state_counter_ = COOLING_DURATION;
|
||||
|
||||
// La mitad del tiempo que no puede disparar tiene el brazo arriba (PlayerState::FIRING)
|
||||
// y la otra mitad en retroceso (PlayerState::RECOILING)
|
||||
@@ -434,8 +434,8 @@ void Player::updateCooldown() {
|
||||
if (recoiling_state_counter_ > 0) {
|
||||
--recoiling_state_counter_;
|
||||
} else {
|
||||
if (cooling_state_counter_ > COOLING_COMPLETE_) {
|
||||
if (cooling_state_counter_ == COOLING_DURATION_) {
|
||||
if (cooling_state_counter_ > COOLING_COMPLETE) {
|
||||
if (cooling_state_counter_ == COOLING_DURATION) {
|
||||
switch (firing_state_) {
|
||||
case PlayerState::RECOILING_LEFT:
|
||||
setFiringState(PlayerState::COOLING_LEFT);
|
||||
@@ -454,7 +454,7 @@ void Player::updateCooldown() {
|
||||
--cooling_state_counter_;
|
||||
}
|
||||
|
||||
if (cooling_state_counter_ == COOLING_COMPLETE_) {
|
||||
if (cooling_state_counter_ == COOLING_COMPLETE) {
|
||||
setFiringState(PlayerState::FIRING_NONE);
|
||||
cooling_state_counter_ = -1;
|
||||
}
|
||||
@@ -608,7 +608,7 @@ void Player::setPlayingState(PlayerState state) {
|
||||
setScoreboardMode(ScoreboardMode::SCORE);
|
||||
switch (id_) {
|
||||
case 1:
|
||||
pos_x_ = param.game.game_area.rect.x - WIDTH_;
|
||||
pos_x_ = param.game.game_area.rect.x - WIDTH;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
@@ -621,7 +621,7 @@ void Player::setPlayingState(PlayerState state) {
|
||||
break;
|
||||
}
|
||||
case PlayerState::CREDITS: {
|
||||
vel_x_ = (walking_state_ == PlayerState::WALKING_RIGHT) ? BASE_SPEED_ : -BASE_SPEED_;
|
||||
vel_x_ = (walking_state_ == PlayerState::WALKING_RIGHT) ? BASE_SPEED : -BASE_SPEED;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
@@ -644,7 +644,7 @@ void Player::decScoreMultiplier() {
|
||||
// Establece el valor del estado
|
||||
void Player::setInvulnerable(bool value) {
|
||||
invulnerable_ = value;
|
||||
invulnerable_counter_ = invulnerable_ ? INVULNERABLE_COUNTER_ : 0;
|
||||
invulnerable_counter_ = invulnerable_ ? INVULNERABLE_COUNTER : 0;
|
||||
}
|
||||
|
||||
// Monitoriza el estado
|
||||
@@ -664,7 +664,7 @@ void Player::updateInvulnerable() {
|
||||
// Establece el valor de la variable
|
||||
void Player::setPowerUp() {
|
||||
power_up_ = true;
|
||||
power_up_counter_ = POWERUP_COUNTER_;
|
||||
power_up_counter_ = POWERUP_COUNTER;
|
||||
}
|
||||
|
||||
// Actualiza el valor de la variable
|
||||
@@ -698,8 +698,8 @@ void Player::removeExtraHit() {
|
||||
|
||||
// Actualiza el circulo de colisión a la posición del jugador
|
||||
void Player::shiftColliders() {
|
||||
collider_.x = static_cast<int>(pos_x_ + (WIDTH_ / 2));
|
||||
collider_.y = static_cast<int>(pos_y_ + (HEIGHT_ / 2));
|
||||
collider_.x = static_cast<int>(pos_x_ + (WIDTH / 2));
|
||||
collider_.y = static_cast<int>(pos_y_ + (HEIGHT / 2));
|
||||
}
|
||||
|
||||
// Pone las texturas del jugador
|
||||
|
||||
Reference in New Issue
Block a user