refactor(defaults): centralitza constants de bullet, ship, enemy, hud i notifier
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@@ -25,11 +25,11 @@ Ship::Ship(Rendering::Renderer* renderer, const char* shape_file)
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brightness_ = Defaults::Brightness::NAU;
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// Configuración del cuerpo físico
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body_.setMass(10.0F); // Masa de referencia para choques
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body_.radius = Defaults::Entities::SHIP_RADIUS; // Radio de colisión
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body_.restitution = 0.6F; // Rebote moderado contra paredes
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body_.linear_damping = 1.5F; // Fricción exponencial (s⁻¹)
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body_.angular_damping = 0.0F; // La rotación es 100% por input, no inercial
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body_.setMass(Defaults::Ship::MASS);
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body_.radius = Defaults::Entities::SHIP_RADIUS;
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body_.restitution = Defaults::Ship::RESTITUTION;
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body_.linear_damping = Defaults::Ship::LINEAR_DAMPING;
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body_.angular_damping = Defaults::Ship::ANGULAR_DAMPING;
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// Cargar shape compartida desde archivo
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shape_ = Graphics::ShapeLoader::load(shape_file);
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@@ -154,8 +154,8 @@ void Ship::draw() const {
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// Efecto visual de empuje: escala proporcional a la velocidad.
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// 0..200 px/s → escala 1.0..1.5 (manteniendo la sensación del Pascal original).
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const float SPEED = getSpeed();
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const float VISUAL_PUSH = SPEED / 33.33F;
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const float SCALE = 1.0F + (VISUAL_PUSH / 12.0F);
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const float VISUAL_PUSH = SPEED / Defaults::Ship::VISUAL_PUSH_DIVISOR;
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const float SCALE = 1.0F + (VISUAL_PUSH / Defaults::Ship::VISUAL_SCALE_DIVISOR);
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Rendering::renderShape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_, Defaults::Palette::SHIP);
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}
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