refactor: renombra jugador*/zona/radi/MARGE/origen/letra residuals a anglès
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@@ -141,9 +141,9 @@ namespace Graphics {
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}
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void Playfield::buildLines() {
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const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
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const float CELL_W = zona.w / static_cast<float>(Defaults::Playfield::COLUMNS);
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const float CELL_H = zona.h / static_cast<float>(Defaults::Playfield::ROWS);
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const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
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const float CELL_W = zone.w / static_cast<float>(Defaults::Playfield::COLUMNS);
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const float CELL_H = zone.h / static_cast<float>(Defaults::Playfield::ROWS);
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const float SUB_W = CELL_W / static_cast<float>(Defaults::Playfield::SUBDIVISIONS);
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const float SUB_H = CELL_H / static_cast<float>(Defaults::Playfield::SUBDIVISIONS);
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const int SUB_VERTS = Defaults::Playfield::COLUMNS * Defaults::Playfield::SUBDIVISIONS;
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@@ -154,14 +154,14 @@ namespace Graphics {
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// Verticals: posicions i ∈ [1, SUB_VERTS-1].
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for (int i = 1; i < SUB_VERTS; i++) {
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const float X = zona.x + (static_cast<float>(i) * SUB_W);
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const float X = zone.x + (static_cast<float>(i) * SUB_W);
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const bool IS_MAIN = (i % Defaults::Playfield::SUBDIVISIONS) == 0;
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const float BRIGHTNESS = IS_MAIN
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? Defaults::Playfield::GRID_BRIGHTNESS
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: Defaults::Playfield::SUBGRID_BRIGHTNESS;
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verticals.push_back(Line{
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.start = {.x = X, .y = zona.y},
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.end = {.x = X, .y = zona.y + zona.h},
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.start = {.x = X, .y = zone.y},
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.end = {.x = X, .y = zone.y + zone.h},
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.brightness = BRIGHTNESS,
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.spawn_time_s = 0.0F,
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.is_vertical = true});
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@@ -169,14 +169,14 @@ namespace Graphics {
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// Horitzontals: posicions j ∈ [1, SUB_HORIZ-1].
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for (int j = 1; j < SUB_HORIZ; j++) {
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const float Y = zona.y + (static_cast<float>(j) * SUB_H);
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const float Y = zone.y + (static_cast<float>(j) * SUB_H);
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const bool IS_MAIN = (j % Defaults::Playfield::SUBDIVISIONS) == 0;
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const float BRIGHTNESS = IS_MAIN
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? Defaults::Playfield::GRID_BRIGHTNESS
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: Defaults::Playfield::SUBGRID_BRIGHTNESS;
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horizontals.push_back(Line{
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.start = {.x = zona.x, .y = Y},
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.end = {.x = zona.x + zona.w, .y = Y},
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.start = {.x = zone.x, .y = Y},
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.end = {.x = zone.x + zone.w, .y = Y},
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.brightness = BRIGHTNESS,
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.spawn_time_s = 0.0F,
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.is_vertical = false});
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