refactor: renombra jugador*/zona/radi/MARGE/origen/letra residuals a anglès
This commit is contained in:
1 parent
d36ad7d1c5
commit
252e881e93
22 files changed
+265
-265
No files matched your search
@@ -23,12 +23,12 @@ namespace Graphics {
|
||||
}
|
||||
|
||||
void Border::bumpAt(Vec2 contact_point, float strength) {
|
||||
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
|
||||
const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
|
||||
const std::array<float, SIDE_COUNT> DISTANCES = {
|
||||
/* TOP */ std::abs(contact_point.y - zona.y),
|
||||
/* RIGHT */ std::abs((zona.x + zona.w) - contact_point.x),
|
||||
/* BOTTOM */ std::abs((zona.y + zona.h) - contact_point.y),
|
||||
/* LEFT */ std::abs(contact_point.x - zona.x)};
|
||||
/* TOP */ std::abs(contact_point.y - zone.y),
|
||||
/* RIGHT */ std::abs((zone.x + zone.w) - contact_point.x),
|
||||
/* BOTTOM */ std::abs((zone.y + zone.h) - contact_point.y),
|
||||
/* LEFT */ std::abs(contact_point.x - zone.x)};
|
||||
|
||||
int closest_idx = 0;
|
||||
float closest_dist = DISTANCES[0];
|
||||
@@ -71,11 +71,11 @@ namespace Graphics {
|
||||
} // namespace
|
||||
|
||||
void Border::draw() const {
|
||||
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
|
||||
const int X1 = static_cast<int>(zona.x);
|
||||
const int Y1 = static_cast<int>(zona.y);
|
||||
const int X2 = static_cast<int>(zona.x + zona.w);
|
||||
const int Y2 = static_cast<int>(zona.y + zona.h);
|
||||
const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
|
||||
const int X1 = static_cast<int>(zone.x);
|
||||
const int Y1 = static_cast<int>(zone.y);
|
||||
const int X2 = static_cast<int>(zone.x + zone.w);
|
||||
const int Y2 = static_cast<int>(zone.y + zone.h);
|
||||
|
||||
const int OFF_TOP = static_cast<int>(sides_[SIDE_TOP].displacement_px);
|
||||
const int OFF_RIGHT = static_cast<int>(sides_[SIDE_RIGHT].displacement_px);
|
||||
|
||||
@@ -141,9 +141,9 @@ namespace Graphics {
|
||||
}
|
||||
|
||||
void Playfield::buildLines() {
|
||||
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
|
||||
const float CELL_W = zona.w / static_cast<float>(Defaults::Playfield::COLUMNS);
|
||||
const float CELL_H = zona.h / static_cast<float>(Defaults::Playfield::ROWS);
|
||||
const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
|
||||
const float CELL_W = zone.w / static_cast<float>(Defaults::Playfield::COLUMNS);
|
||||
const float CELL_H = zone.h / static_cast<float>(Defaults::Playfield::ROWS);
|
||||
const float SUB_W = CELL_W / static_cast<float>(Defaults::Playfield::SUBDIVISIONS);
|
||||
const float SUB_H = CELL_H / static_cast<float>(Defaults::Playfield::SUBDIVISIONS);
|
||||
const int SUB_VERTS = Defaults::Playfield::COLUMNS * Defaults::Playfield::SUBDIVISIONS;
|
||||
@@ -154,14 +154,14 @@ namespace Graphics {
|
||||
|
||||
// Verticals: posicions i ∈ [1, SUB_VERTS-1].
|
||||
for (int i = 1; i < SUB_VERTS; i++) {
|
||||
const float X = zona.x + (static_cast<float>(i) * SUB_W);
|
||||
const float X = zone.x + (static_cast<float>(i) * SUB_W);
|
||||
const bool IS_MAIN = (i % Defaults::Playfield::SUBDIVISIONS) == 0;
|
||||
const float BRIGHTNESS = IS_MAIN
|
||||
? Defaults::Playfield::GRID_BRIGHTNESS
|
||||
: Defaults::Playfield::SUBGRID_BRIGHTNESS;
|
||||
verticals.push_back(Line{
|
||||
.start = {.x = X, .y = zona.y},
|
||||
.end = {.x = X, .y = zona.y + zona.h},
|
||||
.start = {.x = X, .y = zone.y},
|
||||
.end = {.x = X, .y = zone.y + zone.h},
|
||||
.brightness = BRIGHTNESS,
|
||||
.spawn_time_s = 0.0F,
|
||||
.is_vertical = true});
|
||||
@@ -169,14 +169,14 @@ namespace Graphics {
|
||||
|
||||
// Horitzontals: posicions j ∈ [1, SUB_HORIZ-1].
|
||||
for (int j = 1; j < SUB_HORIZ; j++) {
|
||||
const float Y = zona.y + (static_cast<float>(j) * SUB_H);
|
||||
const float Y = zone.y + (static_cast<float>(j) * SUB_H);
|
||||
const bool IS_MAIN = (j % Defaults::Playfield::SUBDIVISIONS) == 0;
|
||||
const float BRIGHTNESS = IS_MAIN
|
||||
? Defaults::Playfield::GRID_BRIGHTNESS
|
||||
: Defaults::Playfield::SUBGRID_BRIGHTNESS;
|
||||
horizontals.push_back(Line{
|
||||
.start = {.x = zona.x, .y = Y},
|
||||
.end = {.x = zona.x + zona.w, .y = Y},
|
||||
.start = {.x = zone.x, .y = Y},
|
||||
.end = {.x = zone.x + zone.w, .y = Y},
|
||||
.brightness = BRIGHTNESS,
|
||||
.spawn_time_s = 0.0F,
|
||||
.is_vertical = false});
|
||||
|
||||
@@ -25,11 +25,11 @@ namespace Graphics {
|
||||
}
|
||||
|
||||
void StarfieldParallax::buildStars() {
|
||||
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
|
||||
const float MIN_X = zona.x;
|
||||
const float MAX_X = zona.x + zona.w;
|
||||
const float MIN_Y = zona.y;
|
||||
const float MAX_Y = zona.y + zona.h;
|
||||
const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
|
||||
const float MIN_X = zone.x;
|
||||
const float MAX_X = zone.x + zone.w;
|
||||
const float MIN_Y = zone.y;
|
||||
const float MAX_Y = zone.y + zone.h;
|
||||
|
||||
// Color únic per a totes les estrelles: el mateix blanc-blau gel
|
||||
// del starfield del títol (Defaults::Title::Colors::STARFIELD).
|
||||
@@ -89,13 +89,13 @@ namespace Graphics {
|
||||
}
|
||||
|
||||
void StarfieldParallax::update(float delta_time, Vec2 world_velocity) {
|
||||
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
|
||||
const float MIN_X = zona.x;
|
||||
const float MAX_X = zona.x + zona.w;
|
||||
const float MIN_Y = zona.y;
|
||||
const float MAX_Y = zona.y + zona.h;
|
||||
const float W = zona.w;
|
||||
const float H = zona.h;
|
||||
const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
|
||||
const float MIN_X = zone.x;
|
||||
const float MAX_X = zone.x + zone.w;
|
||||
const float MIN_Y = zone.y;
|
||||
const float MAX_Y = zone.y + zone.h;
|
||||
const float W = zone.w;
|
||||
const float H = zone.h;
|
||||
|
||||
for (auto& star : stars_) {
|
||||
const float FACTOR = layerParallax(star.layer);
|
||||
|
||||
Reference in new issue
Block a user