clang-tidy readability-function-cognitive-complexity

This commit is contained in:
2025-07-20 15:24:47 +02:00
parent ca99f7be34
commit cb4e4b450d
20 changed files with 315 additions and 434 deletions

View File

@@ -13,30 +13,45 @@ Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered, int owner
pos_y_(y),
bullet_type_(bullet_type),
owner_(owner) {
vel_x_ = (bullet_type_ == BulletType::LEFT) ? VEL_X_LEFT
: (bullet_type_ == BulletType::RIGHT) ? VEL_X_RIGHT
: 0;
vel_x_ = calculateVelocity(bullet_type_);
sprite_->setCurrentAnimation(buildAnimationString(bullet_type_, powered));
collider_.r = WIDTH / 2;
shiftColliders();
}
std::string powered_type = powered ? "powered_" : "normal_";
// Calcula la velocidad horizontal de la bala basada en su tipo
float Bullet::calculateVelocity(BulletType bullet_type) {
switch (bullet_type) {
case BulletType::LEFT:
return VEL_X_LEFT;
case BulletType::RIGHT:
return VEL_X_RIGHT;
default:
return VEL_X_CENTER;
}
}
// Construye el string de animación basado en el tipo de bala y si está potenciada
std::string Bullet::buildAnimationString(BulletType bullet_type, bool powered) {
std::string animation_string = powered ? "powered_" : "normal_";
switch (bullet_type) {
case BulletType::UP:
sprite_->setCurrentAnimation(powered_type + "up");
animation_string += "up";
break;
case BulletType::LEFT:
sprite_->setCurrentAnimation(powered_type + "left");
animation_string += "left";
break;
case BulletType::RIGHT:
sprite_->setCurrentAnimation(powered_type + "right");
animation_string += "right";
break;
default:
break;
}
collider_.r = WIDTH / 2;
shiftColliders();
return animation_string;
}
// Implementación de render (llama al render del sprite_)