refactor(defaults): centralitza constants de bullet, ship, enemy, hud i notifier
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@@ -16,12 +16,6 @@
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#include "core/types.hpp"
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#include "game/constants.hpp"
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namespace {
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// Velocidad escalar de las balas (px/s). Conserva el feel del Pascal original
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// (7 px/frame × 20 FPS = 140 px/s).
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constexpr float BULLET_SPEED = 140.0F;
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} // namespace
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Bullet::Bullet(Rendering::Renderer* renderer)
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: Entity(renderer) {
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// Brightness específico para balas
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@@ -80,7 +74,7 @@ void Bullet::disparar(const Vec2& position, float angle, uint8_t owner_id) {
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body_.angle = angle;
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const float DIR_X = std::cos(angle - (Constants::PI / 2.0F));
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const float DIR_Y = std::sin(angle - (Constants::PI / 2.0F));
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body_.velocity = Vec2{.x = DIR_X * BULLET_SPEED, .y = DIR_Y * BULLET_SPEED};
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body_.velocity = Vec2{.x = DIR_X * Defaults::Game::BULLET_SPEED, .y = DIR_Y * Defaults::Game::BULLET_SPEED};
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body_.angular_velocity = 0.0F;
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body_.clearAccumulators();
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