refactor: renombra jugador*/zona/radi/MARGE/origen/letra residuals a anglès
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@@ -23,12 +23,12 @@ namespace Graphics {
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}
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void Border::bumpAt(Vec2 contact_point, float strength) {
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const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
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const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
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const std::array<float, SIDE_COUNT> DISTANCES = {
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/* TOP */ std::abs(contact_point.y - zona.y),
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/* RIGHT */ std::abs((zona.x + zona.w) - contact_point.x),
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/* BOTTOM */ std::abs((zona.y + zona.h) - contact_point.y),
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/* LEFT */ std::abs(contact_point.x - zona.x)};
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/* TOP */ std::abs(contact_point.y - zone.y),
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/* RIGHT */ std::abs((zone.x + zone.w) - contact_point.x),
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/* BOTTOM */ std::abs((zone.y + zone.h) - contact_point.y),
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/* LEFT */ std::abs(contact_point.x - zone.x)};
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int closest_idx = 0;
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float closest_dist = DISTANCES[0];
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@@ -71,11 +71,11 @@ namespace Graphics {
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} // namespace
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void Border::draw() const {
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const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
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const int X1 = static_cast<int>(zona.x);
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const int Y1 = static_cast<int>(zona.y);
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const int X2 = static_cast<int>(zona.x + zona.w);
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const int Y2 = static_cast<int>(zona.y + zona.h);
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const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
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const int X1 = static_cast<int>(zone.x);
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const int Y1 = static_cast<int>(zone.y);
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const int X2 = static_cast<int>(zone.x + zone.w);
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const int Y2 = static_cast<int>(zone.y + zone.h);
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const int OFF_TOP = static_cast<int>(sides_[SIDE_TOP].displacement_px);
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const int OFF_RIGHT = static_cast<int>(sides_[SIDE_RIGHT].displacement_px);
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