clang-tidy readability
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@@ -58,7 +58,7 @@ void Player::init() {
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vel_x_ = 0;
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vel_y_ = 0;
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score_ = 0;
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score_multiplier_ = 1.0f;
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score_multiplier_ = 1.0F;
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cant_fire_counter_ = 10;
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enter_name_->init(last_enter_name_);
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@@ -172,7 +172,7 @@ void Player::move() {
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// Si el jugador toca el suelo rebota y si tiene poca velocidad, se detiene y cambia de estado
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if (player_sprite_->getPosY() > play_area_.h - HEIGHT) {
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if (player_sprite_->getVelY() < 2.0f) {
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if (player_sprite_->getVelY() < 2.0F) {
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// Si la velocidad de rebote es baja, lo detiene y cambia de estado
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const auto NEXT_PLAYER_STATUS = isEligibleForHighScore() ? PlayerState::ENTERING_NAME : PlayerState::CONTINUE;
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demo_ ? setPlayingState(PlayerState::LYING_ON_THE_FLOOR_FOREVER) : setPlayingState(NEXT_PLAYER_STATUS);
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@@ -184,8 +184,8 @@ void Player::move() {
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} else {
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// Decrementa las velocidades de rebote
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player_sprite_->setPosY(play_area_.h - HEIGHT);
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player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f);
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player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f);
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player_sprite_->setVelY(player_sprite_->getVelY() * -0.5F);
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player_sprite_->setVelX(player_sprite_->getVelX() * 0.75F);
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player_sprite_->setAnimationSpeed(player_sprite_->getAnimationSpeed() * 2);
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playSound("jump.wav");
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}
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@@ -218,7 +218,7 @@ void Player::move() {
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default:
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break;
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}
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pos_x_ += vel_x_ * 2.0f;
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pos_x_ += vel_x_ * 2.0F;
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const float MIN_X = -WIDTH;
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const float MAX_X = play_area_.w;
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pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
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@@ -295,7 +295,7 @@ void Player::move() {
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break;
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}
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case PlayerState::CREDITS: {
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pos_x_ += vel_x_ / 2.0f;
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pos_x_ += vel_x_ / 2.0F;
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if (vel_x_ > 0) {
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// setInputPlaying(InputAction::RIGHT);
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if (pos_x_ > param.game.game_area.rect.w - WIDTH) {
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@@ -503,7 +503,7 @@ void Player::updateScoreboard() {
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}
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// Cambia el modo del marcador
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void Player::setScoreboardMode(ScoreboardMode mode) {
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void Player::setScoreboardMode(ScoreboardMode mode) const {
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if (!demo_) {
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Scoreboard::get()->setMode(getScoreBoardPanel(), mode);
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}
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@@ -555,9 +555,9 @@ void Player::setPlayingState(PlayerState state) {
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// Activa la animación de rodar
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player_sprite_->setCurrentAnimation("rolling");
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player_sprite_->setAnimationSpeed(4);
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player_sprite_->setAccelY(0.2f);
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player_sprite_->setVelY(-6.6f);
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(rand() % 2 == 0) ? player_sprite_->setVelX(3.3f) : player_sprite_->setVelX(-3.3f);
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player_sprite_->setAccelY(0.2F);
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player_sprite_->setVelY(-6.6F);
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(rand() % 2 == 0) ? player_sprite_->setVelX(3.3F) : player_sprite_->setVelX(-3.3F);
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break;
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}
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case PlayerState::TITLE_ANIMATION: {
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@@ -567,15 +567,15 @@ void Player::setPlayingState(PlayerState state) {
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break;
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}
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case PlayerState::TITLE_HIDDEN: {
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player_sprite_->setVelX(0.0f);
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player_sprite_->setVelY(0.0f);
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player_sprite_->setVelX(0.0F);
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player_sprite_->setVelY(0.0F);
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break;
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}
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case PlayerState::CONTINUE_TIME_OUT: {
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// Activa la animación de morir
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player_sprite_->setAccelY(0.2f);
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player_sprite_->setVelY(-4.0f);
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player_sprite_->setVelX(0.0f);
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player_sprite_->setAccelY(0.2F);
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player_sprite_->setVelY(-4.0F);
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player_sprite_->setVelX(0.0F);
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player_sprite_->setCurrentAnimation("rolling");
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player_sprite_->setAnimationSpeed(5);
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setScoreboardMode(ScoreboardMode::GAME_OVER);
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@@ -631,14 +631,14 @@ void Player::setPlayingState(PlayerState state) {
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// Aumenta el valor de la variable hasta un máximo
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void Player::incScoreMultiplier() {
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score_multiplier_ += 0.1f;
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score_multiplier_ = std::min(score_multiplier_, 5.0f);
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score_multiplier_ += 0.1F;
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score_multiplier_ = std::min(score_multiplier_, 5.0F);
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}
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// Decrementa el valor de la variable hasta un mínimo
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void Player::decScoreMultiplier() {
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score_multiplier_ -= 0.1f;
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score_multiplier_ = std::max(score_multiplier_, 1.0f);
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score_multiplier_ -= 0.1F;
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score_multiplier_ = std::max(score_multiplier_, 1.0F);
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}
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// Establece el valor del estado
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@@ -649,7 +649,7 @@ void Player::setInvulnerable(bool value) {
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// Monitoriza el estado
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void Player::updateInvulnerable() {
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if (playing_state_ == PlayerState::PLAYING)
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if (playing_state_ == PlayerState::PLAYING) {
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if (invulnerable_) {
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if (invulnerable_counter_ > 0) {
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--invulnerable_counter_;
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@@ -659,6 +659,7 @@ void Player::updateInvulnerable() {
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player_sprite_->getTexture()->setPalette(coffees_);
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}
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}
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}
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}
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// Establece el valor de la variable
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@@ -669,11 +670,12 @@ void Player::setPowerUp() {
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// Actualiza el valor de la variable
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void Player::updatePowerUp() {
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if (playing_state_ == PlayerState::PLAYING)
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if (playing_state_ == PlayerState::PLAYING) {
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if (power_up_) {
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--power_up_counter_;
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power_up_ = power_up_counter_ > 0;
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}
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}
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}
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// Concede un toque extra al jugador
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@@ -693,13 +695,13 @@ void Player::removeExtraHit() {
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player_sprite_->getTexture()->setPalette(coffees_);
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}
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extra_hit_ = coffees_ == 0 ? false : true;
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extra_hit_ = coffees_ != 0;
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}
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// Actualiza el circulo de colisión a la posición del jugador
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void Player::shiftColliders() {
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collider_.x = static_cast<int>(pos_x_ + (WIDTH / 2));
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collider_.y = static_cast<int>(pos_y_ + (HEIGHT / 2));
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collider_.y = (pos_y_ + (HEIGHT / 2));
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}
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// Pone las texturas del jugador
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@@ -787,16 +789,23 @@ void Player::shiftSprite() {
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power_sprite_->setPosX(getPosX() - power_up_desp_x_);
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}
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void Player::playSound(const std::string &name) {
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if (demo_)
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// Hace sonar un sonido
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void Player::playSound(const std::string &name) const {
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if (demo_) {
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return;
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}
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static auto audio_ = Audio::get();
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static auto *audio_ = Audio::get();
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audio_->playSound(name);
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}
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// Indica si se puede dibujar el objeto
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auto Player::isRenderable() const -> bool {
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return !isWaiting() && !isGameOver() && !isTitleHidden();
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};
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// Añade una puntuación a la tabla de records
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void Player::addScoreToScoreBoard() {
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void Player::addScoreToScoreBoard() const {
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const auto ENTRY = HiScoreEntry(trim(getLastEnterName()), getScore(), get1CC());
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auto manager = std::make_unique<ManageHiScoreTable>(Options::settings.hi_score_table);
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Options::settings.last_hi_score_entry.at(getId() - 1) = manager->add(ENTRY);
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