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:
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user