elimina NOLINT obsolets (241 marques que ja no disparaven warning)
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@@ -70,7 +70,7 @@ void Enemy::resetToInitialPosition(const Data& data) {
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#endif
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// Comprueba si ha llegado al limite del recorrido para darse media vuelta
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void Enemy::checkPath() { // NOLINT(readability-make-member-function-const)
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void Enemy::checkPath() {
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if (sprite_->getPosX() > x2_ || sprite_->getPosX() < x1_) {
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// Recoloca
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if (sprite_->getPosX() > x2_) {
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@@ -29,14 +29,14 @@ void Item::update(float delta_time) {
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}
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// Pinta el objeto en pantalla
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void Item::render() const { // NOLINT(readability-convert-member-functions-to-static)
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void Item::render() const {
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// Calcula el índice de color basado en el tiempo acumulado
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const int INDEX = static_cast<int>(time_accumulator_ / COLOR_CHANGE_INTERVAL) % static_cast<int>(color_.size());
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sprite_->render(1, color_.at(INDEX));
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}
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// Obtiene su ubicación
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auto Item::getPos() -> SDL_FPoint { // NOLINT(readability-convert-member-functions-to-static)
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auto Item::getPos() -> SDL_FPoint {
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const SDL_FPoint P = {.x = sprite_->getX(), .y = sprite_->getY()};
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return P;
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}
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@@ -463,7 +463,7 @@ void Player::applyGravity(float delta_time) {
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}
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// Establece la animación del jugador
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void Player::animate(float delta_time) { // NOLINT(readability-make-member-function-const)
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void Player::animate(float delta_time) {
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if (vx_ != 0) {
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sprite_->update(delta_time);
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}
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@@ -479,7 +479,7 @@ void Player::handleJumpEnd() {
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}
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// Calcula y reproduce el sonido de salto basado en tiempo transcurrido
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void Player::playJumpSound(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
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void Player::playJumpSound(float delta_time) {
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size_t sound_index;
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if (jump_sound_ctrl_.shouldPlay(delta_time, sound_index)) {
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if (sound_index < jumping_sound_.size()) {
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@@ -489,7 +489,7 @@ void Player::playJumpSound(float delta_time) { // NOLINT(readability-convert-me
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}
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// Calcula y reproduce el sonido de caída basado en distancia vertical recorrida
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void Player::playFallSound(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
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void Player::playFallSound(float delta_time) {
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size_t sound_index;
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if (fall_sound_ctrl_.shouldPlay(delta_time, y_, sound_index)) {
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if (sound_index < falling_sound_.size()) {
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@@ -666,7 +666,7 @@ void Player::updateFeet() {
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}
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// Inicializa los sonidos de salto y caida
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void Player::initSounds() { // NOLINT(readability-convert-member-functions-to-static)
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void Player::initSounds() {
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for (int i = 0; i < 24; ++i) {
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std::string sound_file = "jump" + std::to_string(i + 1) + ".wav";
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jumping_sound_[i] = Resource::Cache::get()->getSound(sound_file);
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@@ -708,7 +708,7 @@ auto Player::JumpSoundController::shouldPlay(float delta_time, size_t& out_index
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if (target_index > current_index) {
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current_index = target_index;
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out_index = current_index;
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return true; // NOLINT(readability-simplify-boolean-expr)
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return true;
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}
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return false;
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@@ -787,7 +787,7 @@ void Player::setSkin(const std::string& skin_name) {
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}
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// Inicializa el sprite del jugador
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void Player::initSprite(const std::string& animations_path) { // NOLINT(readability-convert-member-functions-to-static)
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void Player::initSprite(const std::string& animations_path) {
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const auto& animation_data = Resource::Cache::get()->getAnimationData(animations_path);
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sprite_ = std::make_unique<AnimatedSprite>(animation_data);
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sprite_->setWidth(WIDTH);
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@@ -905,7 +905,7 @@ void Player::resetSoundControllersOnLanding() {
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}
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// Devuelve el rectangulo de proyeccion
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auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect { // NOLINT(readability-convert-member-functions-to-static)
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auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect {
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switch (direction) {
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case Direction::LEFT:
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return {
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