clang-tidy
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@@ -23,8 +23,8 @@ Scoreboard::Scoreboard(std::shared_ptr<Data> data)
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constexpr float SURFACE_HEIGHT = 6.0F * Tile::SIZE;
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// Reserva memoria para los objetos
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const std::string player_anim_path = Player::skinToAnimationPath(Options::game.player_skin);
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const auto& player_animation_data = Resource::Cache::get()->getAnimationData(player_anim_path);
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const std::string PLAYER_ANIM_PATH = Player::skinToAnimationPath(Options::game.player_skin);
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const auto& player_animation_data = Resource::Cache::get()->getAnimationData(PLAYER_ANIM_PATH);
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player_sprite_ = std::make_shared<AnimatedSprite>(player_animation_data);
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player_sprite_->setCurrentAnimation("default");
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@@ -78,8 +78,8 @@ auto Scoreboard::getTime() -> Scoreboard::ClockData { // NOLINT(readability-con
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// Actualiza el sprite del jugador con la skin actual
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void Scoreboard::refreshPlayerSkin() {
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const std::string player_anim_path = Player::skinToAnimationPath(Options::game.player_skin);
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const auto& player_animation_data = Resource::Cache::get()->getAnimationData(player_anim_path);
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const std::string PLAYER_ANIM_PATH = Player::skinToAnimationPath(Options::game.player_skin);
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const auto& player_animation_data = Resource::Cache::get()->getAnimationData(PLAYER_ANIM_PATH);
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player_sprite_ = std::make_shared<AnimatedSprite>(player_animation_data);
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player_sprite_->setCurrentAnimation("default");
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}
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