Lint: rename de métodos privados (camelBack + traducción al inglés)

Tanda grande de identifier-naming: 47 métodos privados pasan de
snake_case (en su mayoría catalán/spanish) a camelBack inglés. Solo
afecta a sus archivos hpp+cpp; ningún símbolo cruza fichero (los
públicos quedan para una pasada manual con VS Code).

Renames por clase:

- ShapeLoader: resolve_path → resolvePath.
- VectorText: load_charset → loadCharset, get_shape_filename →
  getShapeFilename.
- Shape: starts_with → startsWith (cuidado de no tocar
  std::string::starts_with que también usaba), extract_value →
  extractValue, parse_center → parseCenter, parse_points → parsePoints.
- Starfield: inicialitzar_estrella → initStar, fora_area →
  isOutsideArea, calcular_escala → computeScale, calcular_brightness →
  computeBrightness.
- TitleScene: actualitzar_animacio_logo → updateLogoAnimation,
  inicialitzar_titol → initTitle.
- LogoScene: inicialitzar_lletres → initLetters, actualitzar_explosions
  → updateExplosions, canviar_estat → changeState,
  totes_lletres_completes → allLettersComplete.
- SpawnController: generar_spawn_events → generateSpawnEvents,
  seleccionar_tipus_aleatori → selectRandomType, spawn_enemic →
  spawnEnemy, aplicar_multiplicadors → applyMultipliers.
- ShipAnimator: actualitzar_entering/floating/exiting →
  updateEntering/Floating/Exiting, configurar_nau_p1/p2 →
  configureShipP1/P2, calcular_posicio_fora_pantalla →
  computeOffscreenPosition.
- GameScene: dibuixar_marges → drawMargins, dibuixar_marcador →
  drawScoreboard, disparar_bala → fireBullet, obtenir_punt_spawn →
  getSpawnPoint, unir_jugador → joinPlayer, dibuixar_continue →
  drawContinue, dibuixar_missatge_stage → drawStageMessage.
- StageLoader: parse_metadata/stage/spawn_config/distribution/multipliers/
  spawn_mode → parseMetadata/Stage/SpawnConfig/Distribution/Multipliers/
  SpawnMode, validar_config → validateConfig.
- StageManager: canviar_estat → changeState,
  processar_init_hud/level_start/playing/level_completed →
  processInitHud/LevelStart/Playing/LevelCompleted, carregar_stage →
  loadStage.

Métodos públicos y funciones libres (cross-file) quedan a propósito sin
tocar — los renombrará el usuario con la herramienta de rename de VS Code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
JailDesignerandClaude Opus 4.7 committed 2026-05-20 11:55:21 +02:00
1 parent c80212adb9
commit 6d0df85e5e
23 files changed
+181 -181

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+30 -30
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@@ -122,7 +122,7 @@ void GameScene::init() {
score_per_player_[1] = 0;
floating_score_manager_.reset();
// DEPRECATED: spawn_position_ ya no s'usa, es calcula dinàmicament con obtenir_punt_spawn(player_id)
// DEPRECATED: spawn_position_ ya no s'usa, es calcula dinàmicament con getSpawnPoint(player_id)
// const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
// spawn_position_.x = zona.x + zona.w * 0.5f;
// spawn_position_.y = zona.y + zona.h * Defaults::Game::INIT_HUD_SHIP_START_Y_RATIO;
@@ -133,7 +133,7 @@ void GameScene::init() {
if (jugador_actiu) {
// Jugador active: init normalment
Vec2 spawn_pos = obtenir_punt_spawn(i);
Vec2 spawn_pos = getSpawnPoint(i);
ships_[i].init(&spawn_pos, false); // No invulnerability at start
// Registrar el cuerpo físico de la nave en el mundo (Fase 6c)
physics_world_.addBody(&ships_[i].getBody());
@@ -213,11 +213,11 @@ void GameScene::stepShootingInput() {
auto* input = Input::get();
if (match_config_.jugador1_actiu &&
input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
disparar_bala(0);
fireBullet(0);
}
if (match_config_.jugador2_actiu &&
input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
disparar_bala(1);
fireBullet(1);
}
}
@@ -248,7 +248,7 @@ void GameScene::stepMidGameJoin() {
? input->checkActionPlayer1(InputAction::START, Input::DO_NOT_ALLOW_REPEAT)
: input->checkActionPlayer2(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
if (START_PRESSED) {
unir_jugador(pid);
joinPlayer(pid);
}
}
}
@@ -269,7 +269,7 @@ auto GameScene::stepContinueScreen(float delta_time) -> bool {
.hit_timer_per_player = hit_timer_per_player_,
.ships = ships_,
.match_config = match_config_,
.get_spawn_point = [this](uint8_t pid) { return obtenir_punt_spawn(pid); },
.get_spawn_point = [this](uint8_t pid) { return getSpawnPoint(pid); },
};
Systems::ContinueScreen::update(cont_ctx, delta_time);
Systems::ContinueScreen::processInput(cont_ctx);
@@ -326,7 +326,7 @@ void GameScene::stepDeathSequence(float delta_time) {
// *** PHASE 3: RESPAWN OR GAME OVER ***
lives_per_player_[i]--;
if (lives_per_player_[i] > 0) {
Vec2 spawn_pos = obtenir_punt_spawn(i);
Vec2 spawn_pos = getSpawnPoint(i);
ships_[i].init(&spawn_pos, /*activar_invulnerabilitat=*/true);
hit_timer_per_player_[i] = 0.0F;
continue;
@@ -399,10 +399,10 @@ void GameScene::runStageInitHud(float delta_time) {
Defaults::Game::INIT_HUD_SHIP2_RATIO_END);
if (match_config_.jugador1_actiu && SHIP1_P < 1.0F) {
ships_[0].setCenter(Systems::InitHud::computeShipPosition(SHIP1_P, obtenir_punt_spawn(0)));
ships_[0].setCenter(Systems::InitHud::computeShipPosition(SHIP1_P, getSpawnPoint(0)));
}
if (match_config_.jugador2_actiu && SHIP2_P < 1.0F) {
ships_[1].setCenter(Systems::InitHud::computeShipPosition(SHIP2_P, obtenir_punt_spawn(1)));
ships_[1].setCenter(Systems::InitHud::computeShipPosition(SHIP2_P, getSpawnPoint(1)));
}
}
@@ -491,7 +491,7 @@ void GameScene::draw() {
// Handle CONTINUE screen
if (game_over_state_ == GameOverState::CONTINUE) {
// Draw game background elements first
dibuixar_marges();
drawMargins();
for (const auto& enemy : enemies_) {
enemy.draw();
@@ -503,17 +503,17 @@ void GameScene::draw() {
debris_manager_.draw();
floating_score_manager_.draw();
dibuixar_marcador();
drawScoreboard();
// Draw CONTINUE screen overlay
dibuixar_continue();
drawContinue();
return;
}
// Handle final GAME OVER state
if (game_over_state_ == GameOverState::GAME_OVER) {
// Game over: draw enemies, bullets, debris, and "GAME OVER" text
dibuixar_marges();
drawMargins();
for (const auto& enemy : enemies_) {
enemy.draw();
@@ -538,7 +538,7 @@ void GameScene::draw() {
text_.renderCentered(GAME_OVER_TEXT, {.x = centre_x, .y = centre_y}, SCALE, SPACING);
dibuixar_marcador();
drawScoreboard();
return;
}
@@ -601,7 +601,7 @@ void GameScene::draw() {
}
case StageSystem::EstatStage::LEVEL_START:
dibuixar_marges();
drawMargins();
// [NEW] Draw both ships if active and alive
for (uint8_t i = 0; i < 2; i++) {
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
@@ -620,12 +620,12 @@ void GameScene::draw() {
floating_score_manager_.draw();
// [EXISTING] Draw intro message and score
dibuixar_missatge_stage(stage_manager_->get_missatge_level_start());
dibuixar_marcador();
drawStageMessage(stage_manager_->get_missatge_level_start());
drawScoreboard();
break;
case StageSystem::EstatStage::PLAYING:
dibuixar_marges();
drawMargins();
// [EXISTING] Normal rendering - active ships
for (uint8_t i = 0; i < 2; i++) {
@@ -645,11 +645,11 @@ void GameScene::draw() {
debris_manager_.draw();
floating_score_manager_.draw();
dibuixar_marcador();
drawScoreboard();
break;
case StageSystem::EstatStage::LEVEL_COMPLETED:
dibuixar_marges();
drawMargins();
// [NEW] Draw both ships if active and alive
for (uint8_t i = 0; i < 2; i++) {
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
@@ -668,8 +668,8 @@ void GameScene::draw() {
floating_score_manager_.draw();
// [EXISTING] Draw completion message and score
dibuixar_missatge_stage(StageSystem::Constants::MISSATGE_LEVEL_COMPLETED);
dibuixar_marcador();
drawStageMessage(StageSystem::Constants::MISSATGE_LEVEL_COMPLETED);
drawScoreboard();
break;
}
}
@@ -714,7 +714,7 @@ void GameScene::tocado(uint8_t player_id) {
// Phase 3 is handled in update() when hit_timer_per_player_ >= DEATH_DURATION
}
void GameScene::dibuixar_marges() const {
void GameScene::drawMargins() const {
// Dibuixar rectangle de la zona de juego
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
@@ -731,7 +731,7 @@ void GameScene::dibuixar_marges() const {
Rendering::linea(sdl_.getRenderer(), x2, y1, x2, y2); // Right
}
void GameScene::dibuixar_marcador() {
void GameScene::drawScoreboard() {
// Construir text del marcador
std::string text = buildScoreboard();
@@ -789,7 +789,7 @@ auto GameScene::buildScoreboard() const -> std::string {
// [NEW] Stage system helper methods
void GameScene::dibuixar_missatge_stage(const std::string& message) {
void GameScene::drawStageMessage(const std::string& message) {
constexpr float BASE_SCALE = 1.0F;
constexpr float SPACING = 2.0F;
@@ -858,7 +858,7 @@ void GameScene::dibuixar_missatge_stage(const std::string& message) {
// Helper methods for 2-player support
// ========================================
auto GameScene::obtenir_punt_spawn(uint8_t player_id) const -> Vec2 {
auto GameScene::getSpawnPoint(uint8_t player_id) const -> Vec2 {
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
float x_ratio;
@@ -877,7 +877,7 @@ auto GameScene::obtenir_punt_spawn(uint8_t player_id) const -> Vec2 {
.y = zona.y + (zona.h * Defaults::Game::SPAWN_Y_RATIO)};
}
void GameScene::disparar_bala(uint8_t player_id) {
void GameScene::fireBullet(uint8_t player_id) {
// Verificar que el player está vivo
if (hit_timer_per_player_[player_id] > 0.0F) {
return;
@@ -908,7 +908,7 @@ void GameScene::disparar_bala(uint8_t player_id) {
}
}
void GameScene::dibuixar_continue() {
void GameScene::drawContinue() {
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
constexpr float SPACING = 4.0F;
@@ -943,7 +943,7 @@ void GameScene::dibuixar_continue() {
}
}
void GameScene::unir_jugador(uint8_t player_id) {
void GameScene::joinPlayer(uint8_t player_id) {
// Activate player
if (player_id == 0) {
match_config_.jugador1_actiu = true;
@@ -957,7 +957,7 @@ void GameScene::unir_jugador(uint8_t player_id) {
hit_timer_per_player_[player_id] = 0.0F;
// Spawn with invulnerability
Vec2 spawn_pos = obtenir_punt_spawn(player_id);
Vec2 spawn_pos = getSpawnPoint(player_id);
ships_[player_id].init(&spawn_pos, true);
// No visual message, just spawn (per user requirement)
+7 -7
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@@ -88,17 +88,17 @@ class GameScene final : public Scene {
// Funciones privades
void tocado(uint8_t player_id);
void dibuixar_marges() const; // Dibuixar vores de la zona de juego
void dibuixar_marcador(); // Dibuixar marcador de puntuación
void disparar_bala(uint8_t player_id); // Shoot bullet from player
[[nodiscard]] auto obtenir_punt_spawn(uint8_t player_id) const -> Vec2; // Get spawn position for player
void drawMargins() const; // Dibuixar vores de la zona de juego
void drawScoreboard(); // Dibuixar marcador de puntuación
void fireBullet(uint8_t player_id); // Shoot bullet from player
[[nodiscard]] auto getSpawnPoint(uint8_t player_id) const -> Vec2; // Get spawn position for player
// [NEW] Continue & Join system
void unir_jugador(uint8_t player_id); // Join inactive player mid-game
void dibuixar_continue(); // Draw continue screen
void joinPlayer(uint8_t player_id); // Join inactive player mid-game
void drawContinue(); // Draw continue screen
// [NEW] Stage system helpers
void dibuixar_missatge_stage(const std::string& message);
void drawStageMessage(const std::string& message);
// [NEW] Función helper del marcador
[[nodiscard]] auto buildScoreboard() const -> std::string;
+11 -11
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@@ -56,7 +56,7 @@ LogoScene::LogoScene(SDLManager& sdl, SceneContext& context)
(void)option; // Suprimir warning
so_reproduit_.fill(false); // Inicialitzar seguiment de sons
inicialitzar_lletres();
initLetters();
}
LogoScene::~LogoScene() {
@@ -75,7 +75,7 @@ void LogoScene::handleEvent(const SDL_Event& event) {
(void)event;
}
void LogoScene::inicialitzar_lletres() {
void LogoScene::initLetters() {
using namespace Graphics;
// Llista de archivos .shp (A repetida para las dues A's)
@@ -154,7 +154,7 @@ void LogoScene::inicialitzar_lletres() {
<< " lletres carregades, ancho total: " << ancho_total << " px\n";
}
void LogoScene::canviar_estat(AnimationState nou_estat) {
void LogoScene::changeState(AnimationState nou_estat) {
estat_actual_ = nou_estat;
temps_estat_actual_ = 0.0F; // Reset time
@@ -179,12 +179,12 @@ void LogoScene::canviar_estat(AnimationState nou_estat) {
<< "\n";
}
auto LogoScene::totes_lletres_completes() const -> bool {
auto LogoScene::allLettersComplete() const -> bool {
// Cuando global_progress = 1.0, todas las lletres tenen letra_progress = 1.0
return temps_estat_actual_ >= DURACIO_ZOOM;
}
void LogoScene::actualitzar_explosions(float delta_time) {
void LogoScene::updateExplosions(float delta_time) {
temps_des_ultima_explosio_ += delta_time;
// Comprovar si es el moment de explode la següent lletra
@@ -211,7 +211,7 @@ void LogoScene::actualitzar_explosions(float delta_time) {
temps_des_ultima_explosio_ = 0.0F;
} else {
// Todas las lletres han explotat, transición a POST_EXPLOSION
canviar_estat(AnimationState::POST_EXPLOSION);
changeState(AnimationState::POST_EXPLOSION);
}
}
}
@@ -222,7 +222,7 @@ void LogoScene::update(float delta_time) {
switch (estat_actual_) {
case AnimationState::PRE_ANIMATION:
if (temps_estat_actual_ >= DURACIO_PRE) {
canviar_estat(AnimationState::ANIMATION);
changeState(AnimationState::ANIMATION);
}
break;
@@ -246,20 +246,20 @@ void LogoScene::update(float delta_time) {
}
}
if (totes_lletres_completes()) {
canviar_estat(AnimationState::POST_ANIMATION);
if (allLettersComplete()) {
changeState(AnimationState::POST_ANIMATION);
}
break;
}
case AnimationState::POST_ANIMATION:
if (temps_estat_actual_ >= DURACIO_POST_ANIMATION) {
canviar_estat(AnimationState::EXPLOSION);
changeState(AnimationState::EXPLOSION);
}
break;
case AnimationState::EXPLOSION:
actualitzar_explosions(delta_time);
updateExplosions(delta_time);
break;
case AnimationState::POST_EXPLOSION:
+4 -4
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@@ -85,11 +85,11 @@ class LogoScene final : public Scene {
static constexpr float ORIGEN_ZOOM_Y = Defaults::Game::HEIGHT * 0.4F; // Vec2 inicial Y del zoom
// Métodos privats
void inicialitzar_lletres();
void actualitzar_explosions(float delta_time);
void initLetters();
void updateExplosions(float delta_time);
auto checkSkipButtonPressed() -> bool;
// Métodos de gestió de estats
void canviar_estat(AnimationState nou_estat);
[[nodiscard]] auto totes_lletres_completes() const -> bool;
void changeState(AnimationState nou_estat);
[[nodiscard]] auto allLettersComplete() const -> bool;
};
+5 -5
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@@ -84,7 +84,7 @@ TitleScene::TitleScene(SDLManager& sdl, SceneContext& context)
}
// Inicialitzar lletres del título "ORNI ATTACK!"
inicialitzar_titol();
initTitle();
// Logo JAILGAMES pequeño sobre el copyright inferior.
inicialitzarJailgames();
@@ -100,7 +100,7 @@ TitleScene::~TitleScene() {
Audio::get()->stopMusic();
}
void TitleScene::inicialitzar_titol() {
void TitleScene::initTitle() {
using namespace Graphics;
// === LÍNIA 1: "ORNI" ===
@@ -425,7 +425,7 @@ void TitleScene::update(float delta_time) {
}
// Actualitzar animación del logo
actualitzar_animacio_logo(delta_time);
updateLogoAnimation(delta_time);
break;
}
@@ -433,7 +433,7 @@ void TitleScene::update(float delta_time) {
temps_acumulat_ += delta_time;
// Continuar animación orbital durante la transición
actualitzar_animacio_logo(delta_time);
updateLogoAnimation(delta_time);
// [NOU] Continuar comprovant si l'altre player quiere unir-se durante la transición ("late join")
{
@@ -542,7 +542,7 @@ void TitleScene::update(float delta_time) {
}
}
void TitleScene::actualitzar_animacio_logo(float delta_time) {
void TitleScene::updateLogoAnimation(float delta_time) {
// Solo calcular i aplicar offsets si l'animación está activa
if (animacio_activa_) {
// Acumular time escalat
+2 -2
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@@ -112,10 +112,10 @@ class TitleScene final : public Scene {
static constexpr float DURACIO_LERP = 2.0F; // 2s per arribar a amplitud completa
// Métodos privats
void actualitzar_animacio_logo(float delta_time); // Actualitza l'animación orbital del logo
void updateLogoAnimation(float delta_time); // Actualitza l'animación orbital del logo
auto checkSkipButtonPressed() -> bool;
auto checkStartGameButtonPressed() -> bool;
void inicialitzar_titol(); // Carrega i posiciona las lletres del título
void initTitle(); // Carrega i posiciona las lletres del título
void inicialitzarJailgames(); // Carrega i posiciona el logo JAILGAMES pequeño
void dibuixarPeuTitol(float spacing) const; // Logo JAILGAMES + línia de copyright
};