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@@ -2,6 +2,7 @@
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#include <SDL3/SDL.h>
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#include <utility>
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#include <vector> // Para vector
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#include "core/input/global_inputs.hpp" // Para check
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@@ -263,7 +264,7 @@ void Game::renderRoomName() {
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}
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// Cambia de habitación
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bool Game::changeRoom(const std::string& room_path) {
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auto Game::changeRoom(const std::string& room_path) -> bool {
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// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
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if (room_path == "0") {
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return false;
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@@ -313,7 +314,7 @@ void Game::checkPlayerIsOnBorder() {
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}
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// Comprueba las colisiones del jugador con los enemigos
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bool Game::checkPlayerAndEnemies() {
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auto Game::checkPlayerAndEnemies() -> bool {
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const bool DEATH = room_->enemyCollision(player_->getCollider());
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if (DEATH) {
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killPlayer();
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@@ -415,7 +416,7 @@ void Game::setScoreBoardColor() {
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}
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// Comprueba si ha finalizado el juego
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bool Game::checkEndGame() {
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auto Game::checkEndGame() -> bool {
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const bool IS_ON_THE_ROOM = room_->getName() == "THE JAIL"; // Estar en la habitación que toca
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const bool HAVE_THE_ITEMS = board_->items >= int(total_items_ * 0.9F) || Options::cheats.jail_is_open == Options::Cheat::State::ENABLED; // Con mas del 90% de los items recogidos
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const bool IS_ON_THE_DOOR = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
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@@ -436,7 +437,7 @@ bool Game::checkEndGame() {
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}
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// Obtiene la cantidad total de items que hay en el mapeado del juego
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int Game::getTotalItems() {
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auto Game::getTotalItems() -> int {
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int items = 0;
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auto rooms = Resource::get()->getRooms();
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@@ -572,7 +573,7 @@ void Game::checkEndGameCheevos() {
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void Game::initPlayer(const PlayerSpawn& spawn_point, std::shared_ptr<Room> room) {
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std::string player_texture = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.gif" : "player.gif";
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std::string player_animations = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.ani" : "player.ani";
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const PlayerData PLAYER(spawn_point, player_texture, player_animations, room);
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const PlayerData PLAYER(spawn_point, player_texture, player_animations, std::move(room));
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player_ = std::make_shared<Player>(PLAYER);
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}
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@@ -582,7 +583,7 @@ void Game::createRoomNameTexture() {
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room_name_surface_ = std::make_shared<Surface>(Options::game.width, text->getCharacterSize() * 2);
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// Establece el destino de la textura
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room_name_rect_ = {0.0F, PLAY_AREA_HEIGHT, Options::game.width, text->getCharacterSize() * 2.0F};
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room_name_rect_ = {.x = 0.0F, .y = PLAY_AREA_HEIGHT, .w = Options::game.width, .h = text->getCharacterSize() * 2.0F};
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}
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// Hace sonar la música
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