Estandaritzant noms segons convencions

This commit is contained in:
2024-10-10 20:27:31 +02:00
parent 9e5f41644e
commit d6c3c89872
67 changed files with 1457 additions and 1504 deletions

View File

@@ -11,46 +11,47 @@ constexpr int BULLET_VELX_LEFT = -2;
constexpr int BULLET_VELX_RIGHT = 2;
// Constructor
Bullet::Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rect *playArea, std::shared_ptr<Texture> texture)
: posX(x), posY(y), width(BULLET_WIDTH), height(BULLET_HEIGHT), velX(0), velY(BULLET_VELY),
kind(kind), owner(owner), playArea(playArea)
Bullet::Bullet(int x, int y, BulletType kind_, bool poweredUp, int owner, SDL_Rect *play_area, std::shared_ptr<Texture> texture)
: pos_x_(x), pos_y_(y), width_(BULLET_WIDTH), height_(BULLET_HEIGHT), vel_x_(0), vel_y_(BULLET_VELY),
kind_(kind_), owner_(owner), play_area_(play_area)
{
velX = (kind == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind == BulletType::RIGHT) ? BULLET_VELX_RIGHT : 0;
vel_x_ = (kind_ == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind_ == BulletType::RIGHT) ? BULLET_VELX_RIGHT
: 0;
auto spriteOffset = poweredUp ? 3 : 0;
auto kindIndex = static_cast<int>(kind);
sprite = std::make_unique<Sprite>(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture);
sprite->setSpriteClip((kindIndex + spriteOffset) * width, 0, sprite->getWidth(), sprite->getHeight());
auto sprite_offset = poweredUp ? 3 : 0;
auto kind_index = static_cast<int>(kind_);
sprite_ = std::make_unique<Sprite>(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture);
sprite_->setSpriteClip((kind_index + sprite_offset) * width_, 0, sprite_->getWidth(), sprite_->getHeight());
collider.r = width / 2;
collider_.r = width_ / 2;
shiftColliders();
}
// Implementación de render (llama al render del sprite)
// Implementación de render (llama al render del sprite_)
void Bullet::render()
{
sprite->render();
sprite_->render();
}
// Implementación del movimiento usando BulletMoveStatus
BulletMoveStatus Bullet::move()
{
posX += velX;
if (posX < param.game.playArea.rect.x - width || posX > playArea->w)
pos_x_ += vel_x_;
if (pos_x_ < param.game.play_area.rect.x - width_ || pos_x_ > play_area_->w)
{
disable();
return BulletMoveStatus::OUT;
}
posY += velY;
if (posY < param.game.playArea.rect.y - height)
pos_y_ += vel_y_;
if (pos_y_ < param.game.play_area.rect.y - height_)
{
disable();
return BulletMoveStatus::OUT;
}
sprite->setPosX(posX);
sprite->setPosY(posY);
sprite_->setPosX(pos_x_);
sprite_->setPosY(pos_y_);
shiftColliders();
return BulletMoveStatus::OK;
@@ -58,56 +59,56 @@ BulletMoveStatus Bullet::move()
bool Bullet::isEnabled() const
{
return kind != BulletType::NULL_TYPE;
return kind_ != BulletType::NULL_TYPE;
}
void Bullet::disable()
{
kind = BulletType::NULL_TYPE;
kind_ = BulletType::NULL_TYPE;
}
int Bullet::getPosX() const
{
return posX;
return pos_x_;
}
int Bullet::getPosY() const
{
return posY;
return pos_y_;
}
void Bullet::setPosX(int x)
{
posX = x;
pos_x_ = x;
}
void Bullet::setPosY(int y)
{
posY = y;
pos_y_ = y;
}
int Bullet::getVelY() const
{
return velY;
return vel_y_;
}
BulletType Bullet::getKind() const
{
return kind;
return kind_;
}
int Bullet::getOwner() const
{
return owner;
return owner_;
}
circle_t &Bullet::getCollider()
Circle &Bullet::getCollider()
{
return collider;
return collider_;
}
void Bullet::shiftColliders()
{
collider.x = posX + collider.r;
collider.y = posY + collider.r;
collider_.x = pos_x_ + collider_.r;
collider_.y = pos_y_ + collider_.r;
}