refactor: renombra jugador*/zona/radi/MARGE/origen/letra residuals a anglès
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@@ -36,8 +36,8 @@ TitleScene::TitleScene(SDLManager& sdl, SceneContext& context)
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text_(sdl.getRenderer()) {
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std::cout << "SceneType Titol: Inicialitzant...\n";
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match_config_.jugador1_actiu = false;
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match_config_.jugador2_actiu = false;
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match_config_.player1_active = false;
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match_config_.player2_active = false;
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match_config_.mode = GameConfig::Mode::NORMAL;
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auto option = context_.consumeOption();
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@@ -404,8 +404,8 @@ void TitleScene::updatePlayerJoinPhaseState(float delta_time) {
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temps_acumulat_ += delta_time;
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updateLogoAnimation(delta_time);
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const bool P1_ABANS = match_config_.jugador1_actiu;
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const bool P2_ABANS = match_config_.jugador2_actiu;
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const bool P1_ABANS = match_config_.player1_active;
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const bool P2_ABANS = match_config_.player2_active;
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if (checkStartGameButtonPressed()) {
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context_.setMatchConfig(match_config_);
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@@ -466,8 +466,8 @@ void TitleScene::handleStartInput() {
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if (!press_start_visible_) {
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return;
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}
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const bool P1_ABANS = match_config_.jugador1_actiu;
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const bool P2_ABANS = match_config_.jugador2_actiu;
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const bool P1_ABANS = match_config_.player1_active;
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const bool P2_ABANS = match_config_.player2_active;
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if (!checkStartGameButtonPressed()) {
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return;
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@@ -492,11 +492,11 @@ void TitleScene::triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_act
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if (ship_animator_ == nullptr) {
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return;
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}
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if (match_config_.jugador1_actiu && !p1_was_active) {
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if (match_config_.player1_active && !p1_was_active) {
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ship_animator_->triggerExitAnimationForPlayer(1);
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std::cout << "[TitleScene] P1 " << log_prefix << "ship exiting\n";
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}
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if (match_config_.jugador2_actiu && !p2_was_active) {
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if (match_config_.player2_active && !p2_was_active) {
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ship_animator_->triggerExitAnimationForPlayer(2);
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std::cout << "[TitleScene] P2 " << log_prefix << "ship exiting\n";
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}
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@@ -622,14 +622,14 @@ auto TitleScene::checkStartGameButtonPressed() -> bool {
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bool any_pressed = false;
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for (auto action : START_GAME_BUTTONS) {
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if (input->checkActionPlayer1(action, Input::DO_NOT_ALLOW_REPEAT)) {
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if (!match_config_.jugador1_actiu) {
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match_config_.jugador1_actiu = true;
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if (!match_config_.player1_active) {
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match_config_.player1_active = true;
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any_pressed = true;
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}
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}
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if (input->checkActionPlayer2(action, Input::DO_NOT_ALLOW_REPEAT)) {
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if (!match_config_.jugador2_actiu) {
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match_config_.jugador2_actiu = true;
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if (!match_config_.player2_active) {
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match_config_.player2_active = true;
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any_pressed = true;
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}
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}
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