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:
2026-05-20 11:55:21 +02:00
parent c80212adb9
commit 6d0df85e5e
23 changed files with 181 additions and 181 deletions
+30 -30
View File
@@ -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)