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

This commit is contained in:
2026-05-24 08:09:41 +02:00
parent d36ad7d1c5
commit 252e881e93
22 changed files with 265 additions and 265 deletions
+15 -15
View File
@@ -22,16 +22,16 @@ using Option = SceneContext::Option;
// Helper: calcular el progrés individual de una letter
// en función del progrés global (efecte seqüencial)
static auto computeLetterProgress(size_t letra_index, size_t num_letras, float global_progress, float threshold) -> float {
if (num_letras == 0) {
static auto computeLetterProgress(size_t letter_index, size_t num_letters, float global_progress, float threshold) -> float {
if (num_letters == 0) {
return 1.0F;
}
// Calcular time per letter
float duration_per_letra = 1.0F / static_cast<float>(num_letras);
float step = threshold * duration_per_letra;
float start = static_cast<float>(letra_index) * step;
float end = start + duration_per_letra;
float duration_per_letter = 1.0F / static_cast<float>(num_letters);
float step = threshold * duration_per_letter;
float start = static_cast<float>(letter_index) * step;
float end = start + duration_per_letter;
// Interpolar progrés
if (global_progress < start) {
@@ -179,7 +179,7 @@ void LogoScene::changeState(AnimationState nou_estat) {
}
auto LogoScene::allLettersComplete() const -> bool {
// Cuando global_progress = 1.0, todas las lletres tenen letra_progress = 1.0
// Cuando global_progress = 1.0, todas las lletres tenen letter_progress = 1.0
return temps_current_state_ >= DURATION_ZOOM;
}
@@ -231,14 +231,14 @@ void LogoScene::update(float delta_time) {
for (size_t i = 0; i < letters_.size() && i < sound_played_.size(); i++) {
if (!sound_played_[i]) {
float letra_progress = computeLetterProgress(
float letter_progress = computeLetterProgress(
i,
letters_.size(),
global_progress,
LETTER_THRESHOLD);
// Reproduir so cuando la letter comença a aparèixer (progress > 0)
if (letra_progress > 0.0F) {
if (letter_progress > 0.0F) {
Audio::get()->playSound(Defaults::Sound::LOGO, Audio::Group::GAME);
sound_played_[i] = true;
}
@@ -294,28 +294,28 @@ void LogoScene::draw() {
? std::min(temps_current_state_ / DURATION_ZOOM, 1.0F)
: 1.0F; // POST: mantenir al 100%
const Vec2 ORIGEN_ZOOM = {.x = ORIGEN_ZOOM_X, .y = ORIGEN_ZOOM_Y};
const Vec2 ZOOM_ORIGIN = {.x = ZOOM_ORIGIN_X, .y = ZOOM_ORIGIN_Y};
for (size_t i = 0; i < letters_.size(); i++) {
const auto& letter = letters_[i];
float letra_progress = computeLetterProgress(
float letter_progress = computeLetterProgress(
i,
letters_.size(),
global_progress,
LETTER_THRESHOLD);
if (letra_progress <= 0.0F) {
if (letter_progress <= 0.0F) {
continue;
}
Vec2 pos_actual;
pos_actual.x =
ORIGEN_ZOOM.x + ((letter.position.x - ORIGEN_ZOOM.x) * letra_progress);
ZOOM_ORIGIN.x + ((letter.position.x - ZOOM_ORIGIN.x) * letter_progress);
pos_actual.y =
ORIGEN_ZOOM.y + ((letter.position.y - ORIGEN_ZOOM.y) * letra_progress);
ZOOM_ORIGIN.y + ((letter.position.y - ZOOM_ORIGIN.y) * letter_progress);
float t = letra_progress;
float t = letter_progress;
float ease_factor = 1.0F - ((1.0F - t) * (1.0F - t));
float current_scale =
INITIAL_SCALE + ((FINAL_SCALE - INITIAL_SCALE) * ease_factor);