clang-tidy readability

This commit is contained in:
2025-07-20 14:56:00 +02:00
parent f5245273a1
commit ca99f7be34
57 changed files with 623 additions and 557 deletions

View File

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