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

@@ -42,7 +42,7 @@ Credits::Credits()
fade_out_(std::make_unique<Fade>()),
text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)) {
if (!text_texture_) {
if (text_texture_ == nullptr) {
throw std::runtime_error("Failed to create SDL texture for text.");
}
Section::name = Section::Name::CREDITS;
@@ -133,7 +133,7 @@ void Credits::checkInput() {
if (!ServiceMenu::get()->isEnabled()) {
// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
if (Input::get()->checkAnyButton(INPUT_ALLOW_REPEAT)) {
if (Input::get()->checkAnyButton(INPUT_ALLOW_REPEAT) != 0) {
want_to_pass_ = true;
fading_ = mini_logo_on_position_;
} else {
@@ -235,7 +235,7 @@ void Credits::fillTextTexture() {
// Dibuja todos los sprites en la textura
void Credits::fillCanvas() {
// Cambia el destino del renderizador
auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
auto *temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
SDL_SetRenderTarget(Screen::get()->getRenderer(), canvas_);
// Dibuja el fondo, los globos y los jugadores
@@ -378,7 +378,7 @@ void Credits::updateBlackRects() {
bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1, param.game.game_area.center_y + 1);
--current_step_;
setVolume(static_cast<int>(initial_volume_ * current_step_ / steps_));
setVolume((initial_volume_ * current_step_ / steps_));
}
} else {
// Si los rectangulos superior e inferior han llegado al centro
@@ -393,7 +393,7 @@ void Credits::updateBlackRects() {
right_black_rect_.x = std::max(right_black_rect_.x - SPEED, param.game.game_area.center_x);
--current_step_;
setVolume(static_cast<int>(initial_volume_ * current_step_ / steps_));
setVolume((initial_volume_ * current_step_ / steps_));
} else {
// Si los rectangulos izquierdo y derecho han llegado al centro
setVolume(0);
@@ -440,7 +440,7 @@ void Credits::setVolume(int amount) {
}
// Reestablece el nivel de volumen
void Credits::resetVolume() {
void Credits::resetVolume() const {
Options::audio.music.volume = initial_volume_;
Audio::get()->setMusicVolume(Options::audio.music.volume);
}
@@ -456,9 +456,9 @@ void Credits::cycleColors() {
static auto r_ = static_cast<float>(UPPER_LIMIT);
static auto g_ = static_cast<float>(LOWER_LIMIT);
static auto b_ = static_cast<float>(LOWER_LIMIT);
static float step_r_ = -0.5f; // Paso flotante para transiciones suaves
static float step_g_ = 0.3f;
static float step_b_ = 0.1f;
static float step_r_ = -0.5F; // Paso flotante para transiciones suaves
static float step_g_ = 0.3F;
static float step_b_ = 0.1F;
// Ajustar valores de R
r_ += step_r_;