elimina NOLINT obsolets (241 marques que ja no disparaven warning)

This commit is contained in:
2026-05-17 12:18:19 +02:00
parent 9b6d6747b5
commit 62935bf892
42 changed files with 246 additions and 246 deletions
+1 -1
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@@ -70,7 +70,7 @@ void Enemy::resetToInitialPosition(const Data& data) {
#endif
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
void Enemy::checkPath() { // NOLINT(readability-make-member-function-const)
void Enemy::checkPath() {
if (sprite_->getPosX() > x2_ || sprite_->getPosX() < x1_) {
// Recoloca
if (sprite_->getPosX() > x2_) {
+2 -2
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@@ -29,14 +29,14 @@ void Item::update(float delta_time) {
}
// Pinta el objeto en pantalla
void Item::render() const { // NOLINT(readability-convert-member-functions-to-static)
void Item::render() const {
// Calcula el índice de color basado en el tiempo acumulado
const int INDEX = static_cast<int>(time_accumulator_ / COLOR_CHANGE_INTERVAL) % static_cast<int>(color_.size());
sprite_->render(1, color_.at(INDEX));
}
// Obtiene su ubicación
auto Item::getPos() -> SDL_FPoint { // NOLINT(readability-convert-member-functions-to-static)
auto Item::getPos() -> SDL_FPoint {
const SDL_FPoint P = {.x = sprite_->getX(), .y = sprite_->getY()};
return P;
}
+7 -7
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@@ -463,7 +463,7 @@ void Player::applyGravity(float delta_time) {
}
// Establece la animación del jugador
void Player::animate(float delta_time) { // NOLINT(readability-make-member-function-const)
void Player::animate(float delta_time) {
if (vx_ != 0) {
sprite_->update(delta_time);
}
@@ -479,7 +479,7 @@ void Player::handleJumpEnd() {
}
// Calcula y reproduce el sonido de salto basado en tiempo transcurrido
void Player::playJumpSound(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
void Player::playJumpSound(float delta_time) {
size_t sound_index;
if (jump_sound_ctrl_.shouldPlay(delta_time, sound_index)) {
if (sound_index < jumping_sound_.size()) {
@@ -489,7 +489,7 @@ void Player::playJumpSound(float delta_time) { // NOLINT(readability-convert-me
}
// Calcula y reproduce el sonido de caída basado en distancia vertical recorrida
void Player::playFallSound(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
void Player::playFallSound(float delta_time) {
size_t sound_index;
if (fall_sound_ctrl_.shouldPlay(delta_time, y_, sound_index)) {
if (sound_index < falling_sound_.size()) {
@@ -666,7 +666,7 @@ void Player::updateFeet() {
}
// Inicializa los sonidos de salto y caida
void Player::initSounds() { // NOLINT(readability-convert-member-functions-to-static)
void Player::initSounds() {
for (int i = 0; i < 24; ++i) {
std::string sound_file = "jump" + std::to_string(i + 1) + ".wav";
jumping_sound_[i] = Resource::Cache::get()->getSound(sound_file);
@@ -708,7 +708,7 @@ auto Player::JumpSoundController::shouldPlay(float delta_time, size_t& out_index
if (target_index > current_index) {
current_index = target_index;
out_index = current_index;
return true; // NOLINT(readability-simplify-boolean-expr)
return true;
}
return false;
@@ -787,7 +787,7 @@ void Player::setSkin(const std::string& skin_name) {
}
// Inicializa el sprite del jugador
void Player::initSprite(const std::string& animations_path) { // NOLINT(readability-convert-member-functions-to-static)
void Player::initSprite(const std::string& animations_path) {
const auto& animation_data = Resource::Cache::get()->getAnimationData(animations_path);
sprite_ = std::make_unique<AnimatedSprite>(animation_data);
sprite_->setWidth(WIDTH);
@@ -905,7 +905,7 @@ void Player::resetSoundControllersOnLanding() {
}
// Devuelve el rectangulo de proyeccion
auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect { // NOLINT(readability-convert-member-functions-to-static)
auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect {
switch (direction) {
case Direction::LEFT:
return {
+4 -4
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@@ -16,7 +16,7 @@
Cheevos* Cheevos::cheevos = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Cheevos::init(const std::string& file) { // NOLINT(readability-convert-member-functions-to-static)
void Cheevos::init(const std::string& file) {
Cheevos::cheevos = new Cheevos(file);
}
@@ -43,7 +43,7 @@ Cheevos::~Cheevos() {
}
// Inicializa los logros
void Cheevos::init() { // NOLINT(readability-convert-member-functions-to-static)
void Cheevos::init() {
cheevos_list_.clear();
const auto* loc = Locale::get();
cheevos_list_.emplace_back(Achievement{.id = 1, .caption = loc->get("achievements.c1"), .description = loc->get("achievements.d1"), .icon = 2});
@@ -61,7 +61,7 @@ void Cheevos::init() { // NOLINT(readability-convert-member-functions-to-static
}
// Busca un logro por id y devuelve el indice
auto Cheevos::find(int id) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto Cheevos::find(int id) -> int {
for (int i = 0; i < (int)cheevos_list_.size(); ++i) {
if (cheevos_list_[i].id == id) {
return i;
@@ -101,7 +101,7 @@ void Cheevos::setUnobtainable(int id) {
}
// Carga el estado de los logros desde un fichero
void Cheevos::loadFromFile() { // NOLINT(readability-convert-member-functions-to-static)
void Cheevos::loadFromFile() {
std::ifstream file(file_, std::ios::binary);
// El fichero no existe
+17 -17
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@@ -36,7 +36,7 @@ auto CollisionMap::getTile(SDL_FPoint point) const -> Tile {
}
// Devuelve el tipo de tile que hay en ese indice
auto CollisionMap::getTile(int index) const -> Tile { // NOLINT(readability-convert-member-functions-to-static)
auto CollisionMap::getTile(int index) const -> Tile {
const bool ON_RANGE = (index > -1) && (index < (int)tile_map_.size());
if (ON_RANGE) {
@@ -107,21 +107,21 @@ auto CollisionMap::getSlopeHeight(SDL_FPoint p, Tile slope) -> int {
// === Queries de colisión ===
// Comprueba las colisiones con paredes derechas
auto CollisionMap::checkRightSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto CollisionMap::checkRightSurfaces(const SDL_FRect& rect) -> int {
auto it = std::ranges::find_if(right_walls_,
[&rect](const auto& s) { return checkCollision(s, rect); });
return (it != right_walls_.end()) ? it->x : Collision::NONE;
}
// Comprueba las colisiones con paredes izquierdas
auto CollisionMap::checkLeftSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto CollisionMap::checkLeftSurfaces(const SDL_FRect& rect) -> int {
auto it = std::ranges::find_if(left_walls_,
[&rect](const auto& s) { return checkCollision(s, rect); });
return (it != left_walls_.end()) ? it->x : Collision::NONE;
}
// Comprueba las colisiones con techos
auto CollisionMap::checkTopSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto CollisionMap::checkTopSurfaces(const SDL_FRect& rect) -> int {
auto it = std::ranges::find_if(top_floors_,
[&rect](const auto& s) { return checkCollision(s, rect); });
return (it != top_floors_.end()) ? it->y : Collision::NONE;
@@ -135,14 +135,14 @@ auto CollisionMap::checkTopSurfaces(const SDL_FPoint& p) -> bool {
}
// Comprueba las colisiones con suelos
auto CollisionMap::checkBottomSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto CollisionMap::checkBottomSurfaces(const SDL_FRect& rect) -> int {
auto it = std::ranges::find_if(bottom_floors_,
[&rect](const auto& s) { return checkCollision(s, rect); });
return (it != bottom_floors_.end()) ? it->y : Collision::NONE;
}
// Comprueba las colisiones con conveyor belts
auto CollisionMap::checkAutoSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto CollisionMap::checkAutoSurfaces(const SDL_FRect& rect) -> int {
auto it = std::ranges::find_if(conveyor_belt_floors_,
[&rect](const auto& s) { return checkCollision(s, rect); });
return (it != conveyor_belt_floors_.end()) ? it->y : Collision::NONE;
@@ -156,7 +156,7 @@ auto CollisionMap::checkConveyorBelts(const SDL_FPoint& p) -> bool {
}
// Comprueba las colisiones línea con rampas izquierdas
auto CollisionMap::checkLeftSlopes(const LineVertical& line) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto CollisionMap::checkLeftSlopes(const LineVertical& line) -> int {
for (const auto& slope : left_slopes_) {
const auto P = checkCollision(slope, line);
if (P.x != -1) {
@@ -174,7 +174,7 @@ auto CollisionMap::checkLeftSlopes(const SDL_FPoint& p) -> bool {
}
// Comprueba las colisiones línea con rampas derechas
auto CollisionMap::checkRightSlopes(const LineVertical& line) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto CollisionMap::checkRightSlopes(const LineVertical& line) -> int {
for (const auto& slope : right_slopes_) {
const auto P = checkCollision(slope, line);
if (P.x != -1) {
@@ -192,7 +192,7 @@ auto CollisionMap::checkRightSlopes(const SDL_FPoint& p) -> bool {
}
// Obtiene puntero a slope en un punto (prioriza left_slopes_ sobre right_slopes_)
auto CollisionMap::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiagonal* { // NOLINT(readability-convert-member-functions-to-static)
auto CollisionMap::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiagonal* {
auto pred = [&p](const auto& slope) { return static_cast<bool>(checkCollision(p, slope)); };
auto left_it = std::ranges::find_if(left_slopes_, pred);
@@ -212,7 +212,7 @@ auto CollisionMap::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiago
// === Helpers para recopilar tiles ===
// Helper: recopila tiles inferiores (muros sin muro debajo)
auto CollisionMap::collectBottomTiles() -> std::vector<int> { // NOLINT(readability-make-member-function-const)
auto CollisionMap::collectBottomTiles() -> std::vector<int> {
std::vector<int> tile;
// Busca todos los tiles de tipo muro que no tengan debajo otro muro
@@ -234,7 +234,7 @@ auto CollisionMap::collectBottomTiles() -> std::vector<int> { // NOLINT(readabi
}
// Helper: recopila tiles superiores (muros o pasables sin muro encima)
auto CollisionMap::collectTopTiles() -> std::vector<int> { // NOLINT(readability-make-member-function-const)
auto CollisionMap::collectTopTiles() -> std::vector<int> {
std::vector<int> tile;
// Busca todos los tiles de tipo muro o pasable que no tengan encima un muro
@@ -256,7 +256,7 @@ auto CollisionMap::collectTopTiles() -> std::vector<int> { // NOLINT(readabilit
}
// Helper: recopila tiles animados (para superficies automaticas/conveyor belts)
auto CollisionMap::collectAnimatedTiles() -> std::vector<int> { // NOLINT(readability-make-member-function-const)
auto CollisionMap::collectAnimatedTiles() -> std::vector<int> {
std::vector<int> tile;
// Busca todos los tiles de tipo animado
@@ -281,7 +281,7 @@ auto CollisionMap::collectAnimatedTiles() -> std::vector<int> { // NOLINT(reada
}
// Helper: construye lineas horizontales a partir de tiles consecutivos
void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vector<LineHorizontal>& lines, bool is_bottom_surface) { // NOLINT(readability-convert-member-functions-to-static)
void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vector<LineHorizontal>& lines, bool is_bottom_surface) {
if (tiles.size() <= 1) {
return;
}
@@ -337,7 +337,7 @@ void CollisionMap::setTopSurfaces() {
}
// Calcula las superficies laterales izquierdas
void CollisionMap::setLeftSurfaces() { // NOLINT(readability-make-member-function-const)
void CollisionMap::setLeftSurfaces() {
std::vector<int> tile;
// Busca todos los tiles de tipo muro que no tienen a su izquierda un tile de tipo muro
@@ -377,7 +377,7 @@ void CollisionMap::setLeftSurfaces() { // NOLINT(readability-make-member-functi
}
// Calcula las superficies laterales derechas
void CollisionMap::setRightSurfaces() { // NOLINT(readability-make-member-function-const)
void CollisionMap::setRightSurfaces() {
std::vector<int> tile;
// Busca todos los tiles de tipo muro que no tienen a su derecha un tile de tipo muro
@@ -417,7 +417,7 @@ void CollisionMap::setRightSurfaces() { // NOLINT(readability-make-member-funct
}
// Encuentra todas las rampas que suben hacia la izquierda
void CollisionMap::setLeftSlopes() { // NOLINT(readability-make-member-function-const)
void CollisionMap::setLeftSlopes() {
// Recorre la habitación entera por filas buscando tiles de tipo t_slope_l
std::vector<int> found;
for (int i = 0; i < (int)tile_map_.size(); ++i) {
@@ -452,7 +452,7 @@ void CollisionMap::setLeftSlopes() { // NOLINT(readability-make-member-function
}
// Encuentra todas las rampas que suben hacia la derecha
void CollisionMap::setRightSlopes() { // NOLINT(readability-make-member-function-const)
void CollisionMap::setRightSlopes() {
// Recorre la habitación entera por filas buscando tiles de tipo t_slope_r
std::vector<int> found;
for (int i = 0; i < (int)tile_map_.size(); ++i) {
+1 -1
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@@ -16,7 +16,7 @@ void EnemyManager::clear() {
}
// Elimina el último enemigo de la colección
void EnemyManager::removeLastEnemy() { // NOLINT(readability-convert-member-functions-to-static)
void EnemyManager::removeLastEnemy() {
if (!enemies_.empty()) {
enemies_.pop_back();
}
+1 -1
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@@ -45,7 +45,7 @@ void ItemManager::setPaused(bool paused) {
}
// Comprueba si hay colisión con algún item
auto ItemManager::checkCollision(SDL_FRect& rect) -> bool { // NOLINT(readability-convert-member-functions-to-static)
auto ItemManager::checkCollision(SDL_FRect& rect) -> bool {
for (int i = 0; i < static_cast<int>(items_.size()); ++i) {
if (::checkCollision(rect, items_.at(i)->getCollider())) {
// Registra el item como recogido
+3 -3
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@@ -32,7 +32,7 @@ auto ItemTracker::hasBeenPicked(const std::string& name, SDL_FPoint pos) -> bool
}
// Añade el objeto a la lista de objetos cogidos
void ItemTracker::addItem(const std::string& name, SDL_FPoint pos) { // NOLINT(readability-convert-member-functions-to-static)
void ItemTracker::addItem(const std::string& name, SDL_FPoint pos) {
// Comprueba si el objeto no ha sido recogido con anterioridad
if (!hasBeenPicked(name, pos)) {
// Primero busca si ya hay una entrada con ese nombre
@@ -47,7 +47,7 @@ void ItemTracker::addItem(const std::string& name, SDL_FPoint pos) { // NOLINT(
}
// Busca una entrada en la lista por nombre
auto ItemTracker::findByName(const std::string& name) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto ItemTracker::findByName(const std::string& name) -> int {
int i = 0;
for (const auto& item : items_) {
@@ -61,7 +61,7 @@ auto ItemTracker::findByName(const std::string& name) -> int { // NOLINT(readab
}
// Busca una entrada en la lista por posición
auto ItemTracker::findByPos(int index, SDL_FPoint pos) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto ItemTracker::findByPos(int index, SDL_FPoint pos) -> int {
int i = 0;
for (const auto& item : items_[index].pos) {
+6 -6
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@@ -82,7 +82,7 @@ void Room::initializeRoom(const Data& room) {
}
// Abre la jail para poder entrar
void Room::openTheJail() { // NOLINT(readability-convert-member-functions-to-static)
void Room::openTheJail() {
if (data_->jail_is_open && number_ == Defaults::Game::Room::END_ROOM) {
// Elimina el último enemigo (Bry debe ser el último enemigo definido en el fichero)
if (!enemy_manager_->isEmpty()) {
@@ -163,7 +163,7 @@ void Room::setItemColors(const std::string& color1, const std::string& color2) {
#endif
// Actualiza las variables y objetos de la habitación
void Room::update(float delta_time) { // NOLINT(readability-make-member-function-const)
void Room::update(float delta_time) {
if (is_paused_) {
// Si está en modo pausa no se actualiza nada
return;
@@ -187,7 +187,7 @@ void Room::setPaused(bool value) {
}
// Devuelve la cadena del fichero de la habitación contigua segun el borde
auto Room::getRoom(Border border) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
auto Room::getRoom(Border border) -> std::string {
switch (border) {
case Border::TOP:
return upper_room_;
@@ -203,14 +203,14 @@ auto Room::getRoom(Border border) -> std::string { // NOLINT(readability-conver
}
// Devuelve el tipo de tile que hay en ese pixel
auto Room::getTile(SDL_FPoint point) -> Tile { // NOLINT(readability-convert-member-functions-to-static)
auto Room::getTile(SDL_FPoint point) -> Tile {
// Delega a CollisionMap y convierte el resultado
const auto COLLISION_TILE = collision_map_->getTile(point);
return static_cast<Tile>(COLLISION_TILE);
}
// Devuelve el tipo de tile en un índice del tilemap
auto Room::getTile(int index) -> Tile { // NOLINT(readability-convert-member-functions-to-static)
auto Room::getTile(int index) -> Tile {
// Delega a CollisionMap y convierte el resultado
const auto COLLISION_TILE = collision_map_->getTile(index);
return static_cast<Tile>(COLLISION_TILE);
@@ -296,6 +296,6 @@ auto Room::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiagonal* {
}
// Carga una habitación desde un archivo YAML (delegado a RoomLoader)
auto Room::loadYAML(const std::string& file_path, bool verbose) -> Data { // NOLINT(readability-convert-member-functions-to-static)
auto Room::loadYAML(const std::string& file_path, bool verbose) -> Data {
return RoomLoader::loadYAML(file_path, verbose);
}
+11 -11
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@@ -10,7 +10,7 @@
#include "utils/utils.hpp" // Para stringToColor
// Convierte room connection de YAML a formato interno
auto RoomLoader::convertRoomConnection(const std::string& value) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
auto RoomLoader::convertRoomConnection(const std::string& value) -> std::string {
if (value == "null" || value.empty()) {
return "0";
}
@@ -22,7 +22,7 @@ auto RoomLoader::convertRoomConnection(const std::string& value) -> std::string
}
// Convierte string de autoSurface a int
auto RoomLoader::convertAutoSurface(const fkyaml::node& node) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto RoomLoader::convertAutoSurface(const fkyaml::node& node) -> int {
if (node.is_integer()) {
return node.get_value<int>();
}
@@ -39,7 +39,7 @@ auto RoomLoader::convertAutoSurface(const fkyaml::node& node) -> int { // NOLIN
}
// Convierte un tilemap 2D a vector 1D flat
auto RoomLoader::flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int> { // NOLINT(readability-convert-member-functions-to-static, readability-named-parameter)
auto RoomLoader::flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int> { // NOLINT(readability-named-parameter)
std::vector<int> tilemap_flat;
tilemap_flat.reserve(512); // 16 rows × 32 cols
@@ -51,7 +51,7 @@ auto RoomLoader::flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d)
}
// Parsea la configuración general de la habitación
void RoomLoader::parseRoomConfig(const fkyaml::node& yaml, Room::Data& room, const std::string& file_name) { // NOLINT(readability-convert-member-functions-to-static)
void RoomLoader::parseRoomConfig(const fkyaml::node& yaml, Room::Data& room, const std::string& file_name) {
if (!yaml.contains("room")) {
return;
}
@@ -118,7 +118,7 @@ void RoomLoader::parseRoomConnections(const fkyaml::node& conn_node, Room::Data&
}
// Parsea el tilemap de la habitación
void RoomLoader::parseTilemap(const fkyaml::node& yaml, Room::Data& room, const std::string& file_name, bool verbose) { // NOLINT(readability-convert-member-functions-to-static)
void RoomLoader::parseTilemap(const fkyaml::node& yaml, Room::Data& room, const std::string& file_name, bool verbose) {
if (!yaml.contains("tilemap")) {
std::cerr << "Warning: No tilemap found in " << file_name << '\n';
return;
@@ -146,7 +146,7 @@ void RoomLoader::parseTilemap(const fkyaml::node& yaml, Room::Data& room, const
}
// Parsea los límites de movimiento de un enemigo
void RoomLoader::parseEnemyBoundaries(const fkyaml::node& bounds_node, Enemy::Data& enemy) { // NOLINT(readability-convert-member-functions-to-static)
void RoomLoader::parseEnemyBoundaries(const fkyaml::node& bounds_node, Enemy::Data& enemy) {
// Nuevo formato: position1 y position2
if (bounds_node.contains("position1")) {
const auto& pos1 = bounds_node["position1"];
@@ -183,7 +183,7 @@ void RoomLoader::parseEnemyBoundaries(const fkyaml::node& bounds_node, Enemy::Da
}
// Parsea los datos de un enemigo individual
auto RoomLoader::parseEnemyData(const fkyaml::node& enemy_node) -> Enemy::Data { // NOLINT(readability-convert-member-functions-to-static)
auto RoomLoader::parseEnemyData(const fkyaml::node& enemy_node) -> Enemy::Data {
Enemy::Data enemy;
// Animation path
@@ -240,7 +240,7 @@ auto RoomLoader::parseEnemyData(const fkyaml::node& enemy_node) -> Enemy::Data {
}
// Parsea la lista de enemigos de la habitación
void RoomLoader::parseEnemies(const fkyaml::node& yaml, Room::Data& room, bool verbose) { // NOLINT(readability-convert-member-functions-to-static)
void RoomLoader::parseEnemies(const fkyaml::node& yaml, Room::Data& room, bool verbose) {
if (!yaml.contains("enemies") || yaml["enemies"].is_null()) {
return;
}
@@ -257,7 +257,7 @@ void RoomLoader::parseEnemies(const fkyaml::node& yaml, Room::Data& room, bool v
}
// Parsea los datos de un item individual
auto RoomLoader::parseItemData(const fkyaml::node& item_node, const Room::Data& room) -> Item::Data { // NOLINT(readability-convert-member-functions-to-static)
auto RoomLoader::parseItemData(const fkyaml::node& item_node, const Room::Data& room) -> Item::Data {
Item::Data item;
// Tileset file
@@ -294,7 +294,7 @@ auto RoomLoader::parseItemData(const fkyaml::node& item_node, const Room::Data&
}
// Parsea la lista de items de la habitación
void RoomLoader::parseItems(const fkyaml::node& yaml, Room::Data& room, bool verbose) { // NOLINT(readability-convert-member-functions-to-static)
void RoomLoader::parseItems(const fkyaml::node& yaml, Room::Data& room, bool verbose) {
if (!yaml.contains("items") || yaml["items"].is_null()) {
return;
}
@@ -330,7 +330,7 @@ auto RoomLoader::loadFromString(const std::string& yaml_content, const std::stri
#endif
// Carga un archivo de room en formato YAML
auto RoomLoader::loadYAML(const std::string& file_path, bool verbose) -> Room::Data { // NOLINT(readability-convert-member-functions-to-static)
auto RoomLoader::loadYAML(const std::string& file_path, bool verbose) -> Room::Data {
Room::Data room;
// Extract filename for logging
+1 -1
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@@ -70,7 +70,7 @@ class RoomLoader {
* @param tilemap_2d Array 2D de tiles (16 rows × 32 cols)
* @return Vector 1D flat con 512 elementos
*/
static auto flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int>; // NOLINT(readability-avoid-const-params-in-decls)
static auto flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int>;
/**
* @brief Parsea la configuración general de la habitación
+3 -3
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@@ -3,17 +3,17 @@
#include <algorithm> // Para std::ranges::any_of
// Comprueba si la habitación ya ha sido visitada
auto RoomTracker::hasBeenVisited(const std::string& name) -> bool { // NOLINT(readability-convert-member-functions-to-static)
auto RoomTracker::hasBeenVisited(const std::string& name) -> bool {
return std::ranges::any_of(rooms_, [&name](const auto& l) -> bool { return l == name; });
}
// Añade la habitación a la lista
auto RoomTracker::addRoom(const std::string& name) -> bool { // NOLINT(readability-convert-member-functions-to-static)
auto RoomTracker::addRoom(const std::string& name) -> bool {
// Comprueba si la habitación ya ha sido visitada
if (!hasBeenVisited(name)) {
// En caso contrario añádela a la lista
rooms_.push_back(name);
return true; // NOLINT(readability-simplify-boolean-expr)
return true;
}
return false;
+6 -6
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@@ -63,7 +63,7 @@ void Scoreboard::update(float delta_time) {
}
// Obtiene el tiempo transcurrido de partida
auto Scoreboard::getTime() -> Scoreboard::ClockData { // NOLINT(readability-convert-member-functions-to-static)
auto Scoreboard::getTime() -> Scoreboard::ClockData {
const Uint32 TIME_ELAPSED = SDL_GetTicks() - data_->ini_clock - paused_time_elapsed_;
ClockData time;
@@ -159,22 +159,22 @@ void Scoreboard::fillTexture() {
auto text = Resource::Cache::get()->getText("smb2");
const std::string TIME_TEXT = std::to_string((clock_.minutes % 100) / 10) + std::to_string(clock_.minutes % 10) + clock_.separator + std::to_string((clock_.seconds % 60) / 10) + std::to_string(clock_.seconds % 10);
const std::string ITEMS_TEXT = std::to_string(data_->items / 100) + std::to_string((data_->items % 100) / 10) + std::to_string(data_->items % 10);
text->writeColored(ITEMS_LABEL_X, LINE1_Y, Locale::get()->get("scoreboard.items"), data_->color); // NOLINT(readability-static-accessed-through-instance)
text->writeColored(ITEMS_LABEL_X, LINE1_Y, Locale::get()->get("scoreboard.items"), data_->color);
text->writeColored(ITEMS_VALUE_X, LINE1_Y, ITEMS_TEXT, items_color_);
text->writeColored(TIME_LABEL_X, LINE1_Y, Locale::get()->get("scoreboard.time"), data_->color); // NOLINT(readability-static-accessed-through-instance)
text->writeColored(TIME_LABEL_X, LINE1_Y, Locale::get()->get("scoreboard.time"), data_->color);
text->writeColored(TIME_VALUE_X, LINE1_Y, TIME_TEXT, stringToColor("white"));
const std::string ROOMS_TEXT = std::to_string(data_->rooms / 100) + std::to_string((data_->rooms % 100) / 10) + std::to_string(data_->rooms % 10);
text->writeColored(ROOMS_LABEL_X, LINE2_Y, Locale::get()->get("scoreboard.rooms"), stringToColor("white")); // NOLINT(readability-static-accessed-through-instance)
text->writeColored(ROOMS_LABEL_X, LINE2_Y, Locale::get()->get("scoreboard.rooms"), stringToColor("white"));
text->writeColored(ROOMS_VALUE_X, LINE2_Y, ROOMS_TEXT, stringToColor("white"));
// Indicadores de trucos activos (fuente 8bithud)
auto cheat_text = Resource::Cache::get()->getText("8bithud");
if (Options::cheats.infinite_lives == Options::Cheat::State::ENABLED) {
cheat_text->writeColored(CHEAT_INF_LIVES_X, CHEAT_INF_LIVES_Y, Locale::get()->get("scoreboard.cheat_infinite_lives"), data_->color); // NOLINT(readability-static-accessed-through-instance)
cheat_text->writeColored(CHEAT_INF_LIVES_X, CHEAT_INF_LIVES_Y, Locale::get()->get("scoreboard.cheat_infinite_lives"), data_->color);
}
if (Options::cheats.invincible == Options::Cheat::State::ENABLED) {
cheat_text->writeColored(CHEAT_INVINCIBLE_X, CHEAT_INVINCIBLE_Y, Locale::get()->get("scoreboard.cheat_invincibility"), data_->color); // NOLINT(readability-static-accessed-through-instance)
cheat_text->writeColored(CHEAT_INVINCIBLE_X, CHEAT_INVINCIBLE_Y, Locale::get()->get("scoreboard.cheat_invincibility"), data_->color);
}
// Deja el renderizador como estaba
+5 -5
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@@ -29,7 +29,7 @@ void Stats::init()
}
// Añade una muerte a las estadisticas
void Stats::addDeath(const std::string& name) { // NOLINT(readability-convert-member-functions-to-static)
void Stats::addDeath(const std::string& name) {
// Primero busca si ya hay una entrada con ese nombre
const int INDEX = findByName(name, buffer_list_);
if (INDEX != -1) {
@@ -47,7 +47,7 @@ void Stats::addDeath(const std::string& name) { // NOLINT(readability-convert-m
}
// Añade una visita a las estadisticas
void Stats::addVisit(const std::string& name) { // NOLINT(readability-convert-member-functions-to-static)
void Stats::addVisit(const std::string& name) {
// Primero busca si ya hay una entrada con ese nombre
const int INDEX = findByName(name, buffer_list_);
if (INDEX != -1) {
@@ -65,7 +65,7 @@ void Stats::addVisit(const std::string& name) { // NOLINT(readability-convert-m
}
// Busca una entrada en la lista por nombre
auto Stats::findByName(const std::string& name, const std::vector<RoomData>& list) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto Stats::findByName(const std::string& name, const std::vector<RoomData>& list) -> int {
int i = 0;
for (const auto& l : list) {
@@ -79,7 +79,7 @@ auto Stats::findByName(const std::string& name, const std::vector<RoomData>& lis
}
// Carga las estadisticas desde un fichero
void Stats::loadFromFile(const std::string& file_path, std::vector<RoomData>& list) { // NOLINT(readability-convert-member-functions-to-static)
void Stats::loadFromFile(const std::string& file_path, std::vector<RoomData>& list) {
list.clear();
// Variables para manejar el fichero
@@ -149,7 +149,7 @@ void Stats::saveToFile(const std::string& file_path, const std::vector<RoomData>
}
// Calcula cual es la habitación con más muertes
void Stats::checkWorstNightmare() { // NOLINT(readability-convert-member-functions-to-static)
void Stats::checkWorstNightmare() {
int deaths = 0;
for (const auto& item : list_) {
if (item.died > deaths) {
+3 -3
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@@ -133,7 +133,7 @@ void TilemapRenderer::setTile(int index, int tile_value) {
#endif
// Pinta el mapa estático y debug lines
void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) { // NOLINT(readability-convert-member-functions-to-static)
void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) {
const Uint8 COLOR = stringToColor(bg_color_);
auto previous_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(map_surface_);
@@ -175,7 +175,7 @@ void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) { // NO
}
// Localiza todos los tiles animados
void TilemapRenderer::setAnimatedTiles(const CollisionMap* collision_map) { // NOLINT(readability-convert-member-functions-to-static)
void TilemapRenderer::setAnimatedTiles(const CollisionMap* collision_map) {
// Recorre la habitación entera por filas buscando tiles de tipo t_animated
for (int i = 0; i < (int)tile_map_.size(); ++i) {
const auto TILE_TYPE = collision_map->getTile(i);
@@ -198,7 +198,7 @@ void TilemapRenderer::setAnimatedTiles(const CollisionMap* collision_map) { //
}
// Actualiza tiles animados
void TilemapRenderer::updateAnimatedTiles() { // NOLINT(readability-make-member-function-const)
void TilemapRenderer::updateAnimatedTiles() {
const int NUM_FRAMES = 4;
// Calcular frame actual basado en tiempo
+1 -1
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@@ -49,7 +49,7 @@ void Credits::handleInput() {
}
// Inicializa los textos
void Credits::iniTexts() { // NOLINT(readability-convert-member-functions-to-static)
void Credits::iniTexts() {
const auto* loc = Locale::get();
texts_.clear();
+2 -2
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@@ -169,7 +169,7 @@ void Ending::updateState(float delta_time) {
}
// Inicializa los textos
void Ending::iniTexts() { // NOLINT(readability-convert-member-functions-to-static)
void Ending::iniTexts() {
// Vector con los textos (traducidos según el idioma activo)
std::vector<TextAndPosition> texts;
const auto* loc = Locale::get();
@@ -273,7 +273,7 @@ void Ending::iniPics() {
}
// Inicializa las escenas
void Ending::iniScenes() { // NOLINT(readability-convert-member-functions-to-static)
void Ending::iniScenes() {
// Variable para los tiempos
int trigger;
constexpr int LAPSE = 80;
+3 -3
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@@ -391,7 +391,7 @@ void Ending2::placeSprites() const {
}
// Crea los sprites con las texturas con los textos
void Ending2::createSpriteTexts() { // NOLINT(readability-convert-member-functions-to-static)
void Ending2::createSpriteTexts() {
// Crea los sprites de texto a partir de la lista
for (size_t i = 0; i < sprite_list_.size(); ++i) {
auto text = Resource::Cache::get()->getText("smb2");
@@ -400,7 +400,7 @@ void Ending2::createSpriteTexts() { // NOLINT(readability-convert-member-functi
std::string txt = sprite_list_[i];
std::ranges::replace(txt, '_', ' '); // Reemplaza '_' por ' '
if (txt == "player") {
txt = Locale::get()->get("ending2.jaildoctor"); // NOLINT(readability-static-accessed-through-instance) Reemplaza "player" por nombre localizado
txt = Locale::get()->get("ending2.jaildoctor"); // Reemplaza "player" por nombre localizado
}
// Calcula las dimensiones del texto
@@ -432,7 +432,7 @@ void Ending2::createSpriteTexts() { // NOLINT(readability-convert-member-functi
}
// Crea los sprites con las texturas con los textos del final
void Ending2::createTexts() { // NOLINT(readability-convert-member-functions-to-static)
void Ending2::createTexts() {
// Crea los primeros textos
std::vector<std::string> list;
list.emplace_back(Locale::get()->get("ending2.starring"));
+18 -18
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@@ -214,10 +214,10 @@ void Game::handleEvent(const SDL_Event& event) {
if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_9 && static_cast<int>(event.key.repeat) == 0) {
if (MapEditor::get()->isActive()) {
GameControl::exit_editor();
Notifier::get()->show({Locale::get()->get("game.editor_disabled")}); // NOLINT(readability-static-accessed-through-instance)
Notifier::get()->show({Locale::get()->get("game.editor_disabled")});
} else {
GameControl::enter_editor();
Notifier::get()->show({Locale::get()->get("game.editor_enabled")}); // NOLINT(readability-static-accessed-through-instance)
Notifier::get()->show({Locale::get()->get("game.editor_enabled")});
}
} else if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_8 && static_cast<int>(event.key.repeat) == 0 && MapEditor::get()->isActive()) {
MapEditor::get()->showGrid(!MapEditor::get()->isGridEnabled());
@@ -262,9 +262,9 @@ void Game::handleInput() {
}
// Input de pausa solo en estado PLAYING
if (Input::get()->checkAction(InputAction::PAUSE, Input::DO_NOT_ALLOW_REPEAT)) { // NOLINT(readability-static-accessed-through-instance)
if (Input::get()->checkAction(InputAction::PAUSE, Input::DO_NOT_ALLOW_REPEAT)) {
togglePause();
Notifier::get()->show({paused_ ? Locale::get()->get("game.paused") : Locale::get()->get("game.running")}); // NOLINT(readability-static-accessed-through-instance)
Notifier::get()->show({paused_ ? Locale::get()->get("game.paused") : Locale::get()->get("game.running")});
}
GlobalInputs::handle();
@@ -543,7 +543,7 @@ void Game::renderPostFadeEnding() {
static void toggleCheat(Options::Cheat::State& cheat, const std::string& label) {
cheat = (cheat == Options::Cheat::State::ENABLED) ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
const bool ENABLED = (cheat == Options::Cheat::State::ENABLED);
Notifier::get()->show({label + (ENABLED ? Locale::get()->get("game.enabled") : Locale::get()->get("game.disabled"))}, Notifier::Style::DEFAULT, -1, true); // NOLINT(readability-static-accessed-through-instance)
Notifier::get()->show({label + (ENABLED ? Locale::get()->get("game.enabled") : Locale::get()->get("game.disabled"))}, Notifier::Style::DEFAULT, -1, true);
}
// Pone la información de debug en pantalla
@@ -574,7 +574,7 @@ void Game::renderDebugInfo() {
}
// Comprueba los eventos
void Game::handleDebugEvents(const SDL_Event& event) { // NOLINT(readability-convert-member-functions-to-static)
void Game::handleDebugEvents(const SDL_Event& event) {
if (event.type == SDL_EVENT_KEY_DOWN && static_cast<int>(event.key.repeat) == 0) {
switch (event.key.key) {
case SDLK_R:
@@ -598,21 +598,21 @@ void Game::handleDebugEvents(const SDL_Event& event) { // NOLINT(readability-co
break;
case SDLK_1:
toggleCheat(Options::cheats.infinite_lives, Locale::get()->get("game.cheat_infinite_lives")); // NOLINT(readability-static-accessed-through-instance)
toggleCheat(Options::cheats.infinite_lives, Locale::get()->get("game.cheat_infinite_lives"));
player_->setColor();
break;
case SDLK_2:
toggleCheat(Options::cheats.invincible, Locale::get()->get("game.cheat_invincible")); // NOLINT(readability-static-accessed-through-instance)
toggleCheat(Options::cheats.invincible, Locale::get()->get("game.cheat_invincible"));
player_->setColor();
break;
case SDLK_3:
toggleCheat(Options::cheats.jail_is_open, Locale::get()->get("game.cheat_jail_open")); // NOLINT(readability-static-accessed-through-instance)
toggleCheat(Options::cheats.jail_is_open, Locale::get()->get("game.cheat_jail_open"));
break;
case SDLK_7:
Notifier::get()->show({Locale::get()->get("achievements.header"), Locale::get()->get("achievements.c11")}, Notifier::Style::CHEEVO, -1, false, "F7"); // NOLINT(readability-static-accessed-through-instance)
Notifier::get()->show({Locale::get()->get("achievements.header"), Locale::get()->get("achievements.c11")}, Notifier::Style::CHEEVO, -1, false, "F7");
break;
case SDLK_0: {
@@ -621,7 +621,7 @@ void Game::handleDebugEvents(const SDL_Event& event) { // NOLINT(readability-co
invincible_before_debug_ = (Options::cheats.invincible == Options::Cheat::State::ENABLED);
}
Debug::get()->toggleEnabled();
Notifier::get()->show({Debug::get()->isEnabled() ? Locale::get()->get("game.debug_enabled") : Locale::get()->get("game.debug_disabled")}); // NOLINT(readability-static-accessed-through-instance)
Notifier::get()->show({Debug::get()->isEnabled() ? Locale::get()->get("game.debug_enabled") : Locale::get()->get("game.debug_disabled")});
room_->redrawMap();
if (Debug::get()->isEnabled()) {
Options::cheats.invincible = Options::Cheat::State::ENABLED;
@@ -728,7 +728,7 @@ auto Game::changeRoom(const std::string& room_path) -> bool {
}
// Verifica que exista el fichero que se va a cargar
if (!Resource::List::get()->get(room_path).empty()) { // NOLINT(readability-static-accessed-through-instance)
if (!Resource::List::get()->get(room_path).empty()) {
// Crea un objeto habitación nuevo a partir del fichero
room_ = std::make_shared<Room>(room_path, scoreboard_data_);
@@ -830,7 +830,7 @@ void Game::killPlayer() {
}
// Pone el color del marcador en función del color del borde de la habitación
void Game::setScoreBoardColor() { // NOLINT(readability-convert-member-functions-to-static)
void Game::setScoreBoardColor() {
// Obtiene el color del borde
const Uint8 BORDER_COLOR = room_->getBorderColor();
@@ -905,12 +905,12 @@ void Game::checkRestoringJail(float delta_time) {
}
// Inicializa las estadísticas
void Game::initStats() { // NOLINT(readability-convert-member-functions-to-static)
void Game::initStats() {
stats_->init();
}
// Crea la textura con el nombre de la habitación
void Game::fillRoomNameTexture() { // NOLINT(readability-convert-member-functions-to-static)
void Game::fillRoomNameTexture() {
// Pone la textura como destino de renderizado
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(room_name_surface_);
@@ -927,7 +927,7 @@ void Game::fillRoomNameTexture() { // NOLINT(readability-convert-member-functio
}
// Comprueba algunos logros
void Game::checkSomeCheevos() { // NOLINT(readability-convert-member-functions-to-static)
void Game::checkSomeCheevos() {
auto* cheevos = Cheevos::get();
// Logros sobre la cantidad de items
@@ -961,7 +961,7 @@ void Game::checkSomeCheevos() { // NOLINT(readability-convert-member-functions-
}
// Comprueba los logros de completar el juego
void Game::checkEndGameCheevos() { // NOLINT(readability-convert-member-functions-to-static)
void Game::checkEndGameCheevos() {
auto* cheevos = Cheevos::get();
// "Complete the game"
@@ -985,7 +985,7 @@ void Game::checkEndGameCheevos() { // NOLINT(readability-convert-member-functio
}
// Inicializa al jugador
void Game::initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room) { // NOLINT(readability-convert-member-functions-to-static)
void Game::initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room) {
const bool IGNORE_INPUT = player_ != nullptr && player_->getIgnoreInput();
std::string player_animations = Player::skinToAnimationPath(Options::game.player_skin);
const Player::Data PLAYER{.spawn_data = spawn_point, .animations_path = player_animations, .room = std::move(room)};
+4 -4
View File
@@ -68,7 +68,7 @@ void GameOver::render() {
// Escribe el texto de GAME OVER
const auto* loc = Locale::get();
text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TEXT_Y, loc->get("game_over.title"), 1, color_); // NOLINT(readability-static-accessed-through-instance)
text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TEXT_Y, loc->get("game_over.title"), 1, color_);
// Dibuja los sprites (ya posicionados en el constructor, solo ajustamos Y)
player_sprite_->setPosY(TEXT_Y + SPRITE_Y_OFFSET);
@@ -78,11 +78,11 @@ void GameOver::render() {
// Escribe el texto con las habitaciones y los items
const std::string ITEMS_TEXT = std::to_string(Options::stats.items / 100) + std::to_string((Options::stats.items % 100) / 10) + std::to_string(Options::stats.items % 10);
const std::string ROOMS_TEXT = std::to_string(Options::stats.rooms / 100) + std::to_string((Options::stats.rooms % 100) / 10) + std::to_string(Options::stats.rooms % 10);
text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TEXT_Y + ITEMS_Y_OFFSET, loc->get("game_over.items") + ITEMS_TEXT, 1, color_); // NOLINT(readability-static-accessed-through-instance)
text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TEXT_Y + ROOMS_Y_OFFSET, loc->get("game_over.rooms") + ROOMS_TEXT, 1, color_); // NOLINT(readability-static-accessed-through-instance)
text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TEXT_Y + ITEMS_Y_OFFSET, loc->get("game_over.items") + ITEMS_TEXT, 1, color_);
text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TEXT_Y + ROOMS_Y_OFFSET, loc->get("game_over.rooms") + ROOMS_TEXT, 1, color_);
// Escribe el texto con "Tu peor pesadilla"
text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TEXT_Y + NIGHTMARE_TITLE_Y_OFFSET, loc->get("game_over.worst_nightmare"), 1, color_); // NOLINT(readability-static-accessed-through-instance)
text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TEXT_Y + NIGHTMARE_TITLE_Y_OFFSET, loc->get("game_over.worst_nightmare"), 1, color_);
text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TEXT_Y + NIGHTMARE_TEXT_Y_OFFSET, Options::stats.worst_nightmare, 1, color_);
// Vuelca el contenido del renderizador en pantalla
+2 -2
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@@ -67,7 +67,7 @@ void LoadingScreen::handleInput() {
}
// Inicializa el array de índices de líneas (imita el direccionamiento de memoria del Spectrum)
void LoadingScreen::initLineIndexArray() { // NOLINT(readability-convert-member-functions-to-static)
void LoadingScreen::initLineIndexArray() {
for (int i = 0; i < MONO_TOTAL_LINES; ++i) {
if (i < 64) { // Primer bloque de 2K
line_index_[i] = ((i % 8) * 8) + (i / 8);
@@ -440,7 +440,7 @@ void LoadingScreen::renderBorder() {
}
// Escribe el nombre del programa
void LoadingScreen::printProgramName() { // NOLINT(readability-convert-member-functions-to-static)
void LoadingScreen::printProgramName() {
auto previous_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(screen_surface_);
program_sprite_->render();
+4 -4
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@@ -91,7 +91,7 @@ void Logo::updateJAILGAMES(float delta_time) {
}
// Calcula el índice de color según el progreso (0.0-1.0)
auto Logo::getColorIndex(float progress) const -> int { // NOLINT(readability-convert-member-functions-to-static)
auto Logo::getColorIndex(float progress) const -> int {
// Asegurar que progress esté en el rango [0.0, 1.0]
progress = std::clamp(progress, 0.0F, 1.0F);
@@ -209,7 +209,7 @@ void Logo::update() {
}
// Dibuja en pantalla
void Logo::render() { // NOLINT(readability-convert-member-functions-to-static)
void Logo::render() {
// Prepara para empezar a dibujar en la textura de juego
Screen::get()->start();
Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
@@ -245,7 +245,7 @@ void Logo::endSection() {
}
// Inicializa el vector de colores
void Logo::initColors() { // NOLINT(readability-convert-member-functions-to-static)
void Logo::initColors() {
// Inicializa el vector de colores
const std::vector<Uint8> COLORS = {
static_cast<Uint8>(PaletteColor::BLACK),
@@ -261,7 +261,7 @@ void Logo::initColors() { // NOLINT(readability-convert-member-functions-to-sta
}
// Crea los sprites de cada linea
void Logo::initSprites() { // NOLINT(readability-convert-member-functions-to-static)
void Logo::initSprites() {
const float WIDTH = jailgames_surface_->getWidth();
jailgames_initial_x_.reserve(jailgames_surface_->getHeight());
+13 -13
View File
@@ -452,7 +452,7 @@ void Title::iterate() {
}
// Crea y rellena la textura para mostrar los logros
void Title::createCheevosTexture() { // NOLINT(readability-convert-member-functions-to-static)
void Title::createCheevosTexture() {
// Define la zona central del menu (entre el logo y la marquesina)
constexpr int MENU_ZONE_Y = 73; // Top of menu zone
constexpr int MENU_ZONE_HEIGHT = 102; // Height of menu zone
@@ -476,7 +476,7 @@ void Title::createCheevosTexture() { // NOLINT(readability-convert-member-funct
cheevos_surface_->clear(CHEEVOS_BG_COLOR);
// Escribe la lista de logros en la textura
const std::string CHEEVOS_OWNER = Locale::get()->get("title.projects"); // NOLINT(readability-static-accessed-through-instance)
const std::string CHEEVOS_OWNER = Locale::get()->get("title.projects");
const std::string CHEEVOS_LIST_CAPTION = CHEEVOS_OWNER + " (" + std::to_string(Cheevos::get()->getTotalUnlockedAchievements()) + " / " + std::to_string(Cheevos::get()->size()) + ")";
int pos = 2;
TEXT->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, cheevos_surface_->getWidth() / 2, pos, CHEEVOS_LIST_CAPTION, 1, stringToColor("bright_green"));
@@ -642,7 +642,7 @@ auto Title::isKeyValid(SDL_Scancode scancode) -> bool {
}
// Verifica si una tecla ya fue usada en pasos anteriores
auto Title::isKeyDuplicate(SDL_Scancode scancode, int current_step) -> bool { // NOLINT(readability-convert-member-functions-to-static)
auto Title::isKeyDuplicate(SDL_Scancode scancode, int current_step) -> bool {
for (int i = 0; i < current_step; i++) {
if (temp_keys_[i] == scancode) {
return true;
@@ -653,7 +653,7 @@ auto Title::isKeyDuplicate(SDL_Scancode scancode, int current_step) -> bool { /
// Retorna el nombre de la accion para el paso actual
// Aplica y guarda las teclas redefinidas
void Title::applyKeyboardRemap() { // NOLINT(readability-convert-member-functions-to-static)
void Title::applyKeyboardRemap() {
// Guardar las nuevas teclas en Options::controls
Options::keyboard_controls.key_left = temp_keys_[0];
Options::keyboard_controls.key_right = temp_keys_[1];
@@ -694,17 +694,17 @@ void Title::renderKeyboardRemap() const {
const int KEYS_START_Y = START_Y + (2 * LINE_SPACING);
if (remap_step_ > 0) {
const std::string LEFT_KEY = SDL_GetScancodeName(temp_keys_[0]);
const std::string LEFT_MSG = loc->get("title.keys.label0") + LEFT_KEY; // NOLINT(readability-static-accessed-through-instance)
const std::string LEFT_MSG = loc->get("title.keys.label0") + LEFT_KEY;
menu_text_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, PlayArea::CENTER_X, KEYS_START_Y, LEFT_MSG, 1, COLOR);
}
if (remap_step_ > 1) {
const std::string RIGHT_KEY = SDL_GetScancodeName(temp_keys_[1]);
const std::string RIGHT_MSG = loc->get("title.keys.label1") + RIGHT_KEY; // NOLINT(readability-static-accessed-through-instance)
const std::string RIGHT_MSG = loc->get("title.keys.label1") + RIGHT_KEY;
menu_text_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, PlayArea::CENTER_X, KEYS_START_Y + LINE_SPACING, RIGHT_MSG, 1, COLOR);
}
if (remap_step_ >= 3) {
const std::string JUMP_KEY = SDL_GetScancodeName(temp_keys_[2]);
const std::string JUMP_MSG = loc->get("title.keys.label2") + JUMP_KEY; // NOLINT(readability-static-accessed-through-instance)
const std::string JUMP_MSG = loc->get("title.keys.label2") + JUMP_KEY;
menu_text_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, PlayArea::CENTER_X, KEYS_START_Y + (2 * LINE_SPACING), JUMP_MSG, 1, COLOR);
}
@@ -742,17 +742,17 @@ void Title::renderJoystickRemap() const {
const int BUTTONS_START_Y = START_Y + (2 * LINE_SPACING);
if (remap_step_ > 0) {
const std::string LEFT_BTN = getButtonName(temp_buttons_[0]);
const std::string LEFT_MSG = loc->get("title.keys.label0") + LEFT_BTN; // NOLINT(readability-static-accessed-through-instance)
const std::string LEFT_MSG = loc->get("title.keys.label0") + LEFT_BTN;
menu_text_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, PlayArea::CENTER_X, BUTTONS_START_Y, LEFT_MSG, 1, COLOR);
}
if (remap_step_ > 1) {
const std::string RIGHT_BTN = getButtonName(temp_buttons_[1]);
const std::string RIGHT_MSG = loc->get("title.keys.label1") + RIGHT_BTN; // NOLINT(readability-static-accessed-through-instance)
const std::string RIGHT_MSG = loc->get("title.keys.label1") + RIGHT_BTN;
menu_text_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, PlayArea::CENTER_X, BUTTONS_START_Y + LINE_SPACING, RIGHT_MSG, 1, COLOR);
}
if (remap_step_ >= 3) {
const std::string JUMP_BTN = getButtonName(temp_buttons_[2]);
const std::string JUMP_MSG = loc->get("title.keys.label2") + JUMP_BTN; // NOLINT(readability-static-accessed-through-instance)
const std::string JUMP_MSG = loc->get("title.keys.label2") + JUMP_BTN;
menu_text_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, PlayArea::CENTER_X, BUTTONS_START_Y + (2 * LINE_SPACING), JUMP_MSG, 1, COLOR);
}
@@ -824,7 +824,7 @@ void Title::handleJoystickRemap(const SDL_Event& event) {
}
// Valida si un botón está duplicado
auto Title::isButtonDuplicate(int button, int current_step) -> bool { // NOLINT(readability-convert-member-functions-to-static)
auto Title::isButtonDuplicate(int button, int current_step) -> bool {
for (int i = 0; i < current_step; ++i) {
if (temp_buttons_[i] == button) {
return true;
@@ -834,7 +834,7 @@ auto Title::isButtonDuplicate(int button, int current_step) -> bool { // NOLINT
}
// Aplica y guarda los botones del gamepad redefinidos
void Title::applyJoystickRemap() { // NOLINT(readability-convert-member-functions-to-static)
void Title::applyJoystickRemap() {
// Guardar los nuevos botones en Options::gamepad_controls
Options::gamepad_controls.button_left = temp_buttons_[0];
Options::gamepad_controls.button_right = temp_buttons_[1];
@@ -848,7 +848,7 @@ void Title::applyJoystickRemap() { // NOLINT(readability-convert-member-functio
}
// Retorna el nombre amigable del botón del gamepad
auto Title::getButtonName(int button) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
auto Title::getButtonName(int button) -> std::string {
// Triggers especiales
if (button == Input::TRIGGER_L2_AS_BUTTON) {
return "L2";
+1 -1
View File
@@ -807,7 +807,7 @@ static auto cmdShow(const std::vector<std::string>& args) -> std::string {
return "Notification shown";
}
if (!args.empty() && args[0] == "CHEEVO") {
Notifier::get()->show({Locale::get()->get("achievements.header"), Locale::get()->get("achievements.c1")}, Notifier::Style::CHEEVO, -1, false); // NOLINT(readability-static-accessed-through-instance)
Notifier::get()->show({Locale::get()->get("achievements.header"), Locale::get()->get("achievements.c1")}, Notifier::Style::CHEEVO, -1, false);
return "Cheevo notification shown";
}
if (args.empty() || args[0] != "INFO") { return "usage: show [info|notification|cheevo]"; }
+2 -2
View File
@@ -44,7 +44,7 @@ const Notifier::Style Notifier::Style::CHEEVO = {
.play_sound = true};
// [SINGLETON] Crearemos el objeto con esta función estática
void Notifier::init(const std::string& icon_file, const std::string& text) { // NOLINT(readability-convert-member-functions-to-static)
void Notifier::init(const std::string& icon_file, const std::string& text) {
Notifier::notifier = new Notifier(icon_file, text);
}
@@ -133,7 +133,7 @@ void Notifier::update(float delta_time) {
}
// Elimina las notificaciones finalizadas
void Notifier::clearFinishedNotifications() { // NOLINT(readability-convert-member-functions-to-static)
void Notifier::clearFinishedNotifications() {
auto result = std::ranges::remove_if(notifications_, [](const Notification& notification) -> bool {
return notification.state == Status::FINISHED;
});