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
+15 -15
View File
@@ -25,12 +25,12 @@ void ShipAnimator::init() {
// Configurar ship P1
ships_[0].player_id = 1;
ships_[0].shape = forma_p1;
configurar_nau_p1(ships_[0]);
configureShipP1(ships_[0]);
// Configurar ship P2
ships_[1].player_id = 2;
ships_[1].shape = forma_p2;
configurar_nau_p2(ships_[1]);
configureShipP2(ships_[1]);
}
void ShipAnimator::update(float delta_time) {
@@ -42,13 +42,13 @@ void ShipAnimator::update(float delta_time) {
switch (ship.state) {
case ShipState::ENTERING:
actualitzar_entering(ship, delta_time);
updateEntering(ship, delta_time);
break;
case ShipState::FLOATING:
actualitzar_floating(ship, delta_time);
updateFloating(ship, delta_time);
break;
case ShipState::EXITING:
actualitzar_exiting(ship, delta_time);
updateExiting(ship, delta_time);
break;
}
}
@@ -79,14 +79,14 @@ void ShipAnimator::start_entry_animation() {
// Configurar ship P1 para l'animación de entrada
ships_[0].state = ShipState::ENTERING;
ships_[0].state_time = 0.0F;
ships_[0].initial_position = calcular_posicio_fora_pantalla(CLOCK_8_ANGLE);
ships_[0].initial_position = computeOffscreenPosition(CLOCK_8_ANGLE);
ships_[0].current_position = ships_[0].initial_position;
ships_[0].current_scale = ships_[0].initial_scale;
// Configurar ship P2 para l'animación de entrada
ships_[1].state = ShipState::ENTERING;
ships_[1].state_time = 0.0F;
ships_[1].initial_position = calcular_posicio_fora_pantalla(CLOCK_4_ANGLE);
ships_[1].initial_position = computeOffscreenPosition(CLOCK_4_ANGLE);
ships_[1].current_position = ships_[1].initial_position;
ships_[1].current_scale = ships_[1].initial_scale;
}
@@ -167,7 +167,7 @@ auto ShipAnimator::is_animation_complete() const -> bool {
}
// Métodos de animación (stubs)
void ShipAnimator::actualitzar_entering(TitleShip& ship, float delta_time) {
void ShipAnimator::updateEntering(TitleShip& ship, float delta_time) {
using namespace Defaults::Title::Ships;
ship.state_time += delta_time;
@@ -202,7 +202,7 @@ void ShipAnimator::actualitzar_entering(TitleShip& ship, float delta_time) {
}
}
void ShipAnimator::actualitzar_floating(TitleShip& ship, float delta_time) {
void ShipAnimator::updateFloating(TitleShip& ship, float delta_time) {
using namespace Defaults::Title::Ships;
// Actualitzar time i fase de oscil·lació
@@ -221,7 +221,7 @@ void ShipAnimator::actualitzar_floating(TitleShip& ship, float delta_time) {
ship.current_scale = ship.target_scale;
}
void ShipAnimator::actualitzar_exiting(TitleShip& ship, float delta_time) {
void ShipAnimator::updateExiting(TitleShip& ship, float delta_time) {
using namespace Defaults::Title::Ships;
ship.state_time += delta_time;
@@ -250,7 +250,7 @@ void ShipAnimator::actualitzar_exiting(TitleShip& ship, float delta_time) {
}
// Configuración
void ShipAnimator::configurar_nau_p1(TitleShip& ship) {
void ShipAnimator::configureShipP1(TitleShip& ship) {
using namespace Defaults::Title::Ships;
// Estat inicial: FLOATING (per test estàtic)
@@ -261,7 +261,7 @@ void ShipAnimator::configurar_nau_p1(TitleShip& ship) {
ship.target_position = {.x = P1_TARGET_X(), .y = P1_TARGET_Y()};
// Calcular posición inicial (fuera de pantalla)
ship.initial_position = calcular_posicio_fora_pantalla(CLOCK_8_ANGLE);
ship.initial_position = computeOffscreenPosition(CLOCK_8_ANGLE);
ship.current_position = ship.initial_position; // Començar fuera de pantalla
// Escales
@@ -285,7 +285,7 @@ void ShipAnimator::configurar_nau_p1(TitleShip& ship) {
ship.visible = true;
}
void ShipAnimator::configurar_nau_p2(TitleShip& ship) {
void ShipAnimator::configureShipP2(TitleShip& ship) {
using namespace Defaults::Title::Ships;
// Estat inicial: FLOATING (per test estàtic)
@@ -296,7 +296,7 @@ void ShipAnimator::configurar_nau_p2(TitleShip& ship) {
ship.target_position = {.x = P2_TARGET_X(), .y = P2_TARGET_Y()};
// Calcular posición inicial (fuera de pantalla)
ship.initial_position = calcular_posicio_fora_pantalla(CLOCK_4_ANGLE);
ship.initial_position = computeOffscreenPosition(CLOCK_4_ANGLE);
ship.current_position = ship.initial_position; // Començar fuera de pantalla
// Escales
@@ -320,7 +320,7 @@ void ShipAnimator::configurar_nau_p2(TitleShip& ship) {
ship.visible = true;
}
auto ShipAnimator::calcular_posicio_fora_pantalla(float angle_rellotge) const -> Vec2 {
auto ShipAnimator::computeOffscreenPosition(float angle_rellotge) const -> Vec2 {
using namespace Defaults::Title::Ships;
// Convertir angle del rellotge a radians (per exemple: 240° per clock 8)