clang-tidy readability
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@@ -45,17 +45,17 @@ void GameLogo::init() {
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coffee_crisis_status_ = Status::DISABLED;
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arcade_edition_status_ = Status::DISABLED;
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shake_.init(1, 2, 8, XP);
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zoom_ = 3.0f * ZOOM_FACTOR;
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zoom_ = 3.0F * ZOOM_FACTOR;
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// Inicializa el bitmap de 'Coffee'
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coffee_sprite_->setPosX(XP);
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coffee_sprite_->setPosY(y_ - coffee_texture_->getHeight() - DESP);
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coffee_sprite_->setWidth(coffee_texture_->getWidth());
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coffee_sprite_->setHeight(coffee_texture_->getHeight());
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coffee_sprite_->setVelX(0.0f);
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coffee_sprite_->setVelY(2.5f);
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coffee_sprite_->setAccelX(0.0f);
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coffee_sprite_->setAccelY(0.1f);
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coffee_sprite_->setVelX(0.0F);
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coffee_sprite_->setVelY(2.5F);
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coffee_sprite_->setAccelX(0.0F);
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coffee_sprite_->setAccelY(0.1F);
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coffee_sprite_->setSpriteClip(0, 0, coffee_texture_->getWidth(), coffee_texture_->getHeight());
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coffee_sprite_->setEnabled(true);
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coffee_sprite_->setFinishedCounter(0);
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@@ -67,10 +67,10 @@ void GameLogo::init() {
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crisis_sprite_->setPosY(y_ + DESP);
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crisis_sprite_->setWidth(crisis_texture_->getWidth());
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crisis_sprite_->setHeight(crisis_texture_->getHeight());
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crisis_sprite_->setVelX(0.0f);
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crisis_sprite_->setVelY(-2.5f);
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crisis_sprite_->setAccelX(0.0f);
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crisis_sprite_->setAccelY(-0.1f);
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crisis_sprite_->setVelX(0.0F);
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crisis_sprite_->setVelY(-2.5F);
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crisis_sprite_->setAccelX(0.0F);
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crisis_sprite_->setAccelY(-0.1F);
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crisis_sprite_->setSpriteClip(0, 0, crisis_texture_->getWidth(), crisis_texture_->getHeight());
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crisis_sprite_->setEnabled(true);
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crisis_sprite_->setFinishedCounter(0);
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@@ -169,11 +169,11 @@ void GameLogo::update() {
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switch (arcade_edition_status_) {
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case Status::MOVING: {
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zoom_ -= 0.1f * ZOOM_FACTOR;
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zoom_ -= 0.1F * ZOOM_FACTOR;
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arcade_edition_sprite_->setZoom(zoom_);
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if (zoom_ <= 1.0f) {
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if (zoom_ <= 1.0F) {
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arcade_edition_status_ = Status::SHAKING;
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zoom_ = 1.0f;
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zoom_ = 1.0F;
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arcade_edition_sprite_->setZoom(zoom_);
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shake_.init(1, 2, 8, arcade_edition_sprite_->getX());
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Audio::get()->playSound("title.wav");
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@@ -224,7 +224,7 @@ auto GameLogo::hasFinished() const -> bool {
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}
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// Calcula el desplazamiento vertical inicial
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auto GameLogo::getInitialVerticalDesp() -> int {
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auto GameLogo::getInitialVerticalDesp() const -> int {
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const float OFFSET_UP = y_;
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const float OFFSET_DOWN = param.game.height - y_;
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