fix: bucles cap a ranges algorithms (38 troballes)
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@@ -31,9 +31,9 @@ Ending2::Ending2()
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// Inicializa el vector de colores
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const std::vector<std::string> COLORS = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"};
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for (const auto& color : COLORS) {
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colors_.push_back(stringToColor(color));
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}
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colors_.reserve(COLORS.size());
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std::ranges::transform(COLORS, std::back_inserter(colors_),
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[](const auto& color) { return stringToColor(color); });
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Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK)); // Cambia el color del borde
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iniSpriteList(); // Inicializa la lista de sprites
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@@ -3,6 +3,7 @@
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#include <SDL3/SDL.h>
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#include <cmath> // Para std::sqrt, std::min
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#include <numeric> // Para std::accumulate
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#include <utility>
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#include <vector> // Para vector
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@@ -865,14 +866,9 @@ auto Game::checkEndGame() -> bool {
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// Obtiene la cantidad total de items que hay en el mapeado del juego
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auto Game::getTotalItems() -> int {
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int items = 0;
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auto rooms = Resource::Cache::get()->getRooms();
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for (const auto& room : rooms) {
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items += room.room->items.size();
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}
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return items;
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const auto& rooms = Resource::Cache::get()->getRooms();
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return static_cast<int>(std::accumulate(rooms.begin(), rooms.end(), size_t{0},
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[](size_t acc, const auto& room) { return acc + room.room->items.size(); }));
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}
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// Pone el juego en pausa
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@@ -38,9 +38,9 @@ GameOver::GameOver()
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// Inicializa el vector de colores (de brillante a oscuro para fade)
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const std::vector<std::string> COLORS = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"};
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for (const auto& color : COLORS) {
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colors_.push_back(stringToColor(color));
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}
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colors_.reserve(COLORS.size());
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std::ranges::transform(COLORS, std::back_inserter(colors_),
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[](const auto& color) { return stringToColor(color); });
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color_ = colors_.back(); // Empieza en black
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}
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@@ -259,9 +259,8 @@ void Logo::initColors() { // NOLINT(readability-convert-member-functions-to-sta
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static_cast<Uint8>(PaletteColor::CYAN),
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static_cast<Uint8>(PaletteColor::YELLOW),
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static_cast<Uint8>(PaletteColor::BRIGHT_WHITE)};
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for (const auto& color : COLORS) {
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color_.push_back(color);
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}
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color_.reserve(COLORS.size());
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std::ranges::copy(COLORS, std::back_inserter(color_));
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}
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// Crea los sprites de cada linea
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