refactor: renombra jugador*/zona/radi/MARGE/origen/letra residuals a anglès

This commit is contained in:
JailDesigner committed 2026-05-24 08:09:41 +02:00
1 parent d36ad7d1c5
commit 252e881e93
22 files changed
+265 -265

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+3 -3
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@@ -61,7 +61,7 @@ namespace Effects {
}
}
void FireworkManager::spawn(const Vec2& origen,
void FireworkManager::spawn(const Vec2& origin,
SDL_Color color,
float initial_speed,
int n_points,
@@ -74,7 +74,7 @@ namespace Effects {
// Notificar als subscriptors (playfield pulses, etc.).
if (spawn_callback_) {
spawn_callback_(origen);
spawn_callback_(origin);
}
const float ANGLE_STEP = 2.0F * Defaults::Math::PI / static_cast<float>(n_points);
@@ -94,7 +94,7 @@ namespace Effects {
const float SPEED =
initial_speed + (randSigned() * Defaults::FX::Firework::SPEED_VARIATION);
fw->head = origen;
fw->head = origin;
fw->velocity = {.x = std::cos(ANGLE) * SPEED, .y = std::sin(ANGLE) * SPEED};
fw->acceleration = Defaults::FX::Firework::FRICTION;
+2 -2
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@@ -21,7 +21,7 @@ namespace Effects {
class FireworkManager {
public:
// Notificació opcional cada vegada que es genera un burst.
using SpawnCallback = std::function<void(Vec2 origen)>;
using SpawnCallback = std::function<void(Vec2 origin)>;
explicit FireworkManager(Rendering::Renderer* renderer);
@@ -37,7 +37,7 @@ namespace Effects {
// initial_brightness: 0..1.
// glow: si true, cada partícula es renderitza amb halo neon.
// glow_color: color del halo. Si alpha==0, agafa el color de la línia.
void spawn(const Vec2& origen,
void spawn(const Vec2& origin,
SDL_Color color = Defaults::FX::Firework::DEFAULT_COLOR,
float initial_speed = Defaults::FX::Firework::SPEED,
int n_points = Defaults::FX::Firework::N_POINTS,