Fase 1d: rename del codi restant (effects, stage_system, locals)
Sweep final del naming a CamelCase/camelBack/lower_case:
Fitxers renombrats:
- effects/gestor_puntuacio_flotant.{hpp,cpp} -> floating_score_manager.{hpp,cpp}
- effects/puntuacio_flotant.hpp -> floating_score.hpp
Tipus (CamelCase):
- GestorPuntuacioFlotant -> FloatingScoreManager
- PuntuacioFlotant -> FloatingScore
- ConfigStage -> StageConfig
- ConfigSistemaStages -> StageSystemConfig
- NauTitol -> TitleShip
- EstatNau -> ShipState
Metodes publics (camelBack):
- obte_renderer -> getRenderer
- get_num_actius -> getActiveCount
- calcular_direccio_explosio -> computeExplosionDirection
- trobar_slot_lliure -> findFreeSlot
- explotar -> explode
- reiniciar -> reset
- es_valida -> isValid
- parsejar_fitxer -> parseFile
- carregar -> load
- crear_explosio -> createExplosion
- registrar_puntuacio -> registerScore
- construir_marcador -> buildScoreboard
- render_centered -> renderCentered
Camps struct publics (snake_case):
- actiu/actius -> active
- rotacio -> rotation, rotacio_visual -> visual_rotation
- acceleracio -> acceleration
- velocitat -> velocity
- escala/escala_inicial/objectiu/actual -> scale/initial_scale/...
- posicio/posicio_inicial/objectiu/actual -> position/initial_position/...
- fase_oscilacio -> oscillation_phase
- temps_estat -> state_time
- jugador_id -> player_id
- estat -> state
- brillantor -> brightness
- tipus -> type
Camps privats (sufix _):
- naus_ -> ships_, orni_ -> enemies_, bales_ -> bullets_
- gestor_puntuacio_ -> floating_score_manager_
- punt_mort_ -> death_position_, punt_spawn_ -> spawn_position_
- itocado_per_jugador_ -> hit_timer_per_player_
- vides_per_jugador_ -> lives_per_player_
- puntuacio_per_jugador_ -> score_per_player_
- estat_game_over_ -> game_over_state_
- continues_usados_ -> continues_used_
Constants:
- MARGE_ESQ/DRET/DALT/BAIX -> MARGIN_LEFT/RIGHT/TOP/BOTTOM
Variables locals i parametres comuns (snake_case):
- nau -> ship, enemic -> enemy, bala -> bullet
- forma -> shape, punt(s) -> point(s)
- jugador -> player, partida -> match
- temps -> time, missatge -> message
Diff: 59 fitxers, +1000/-1000 (simetric). Compila i enllaça.
Pendents per a futures fases (no bloquejants):
- Comentaris de capçalera en catala -> castella
- Variables locals/parametres minoritaris en catala
- Include guards (queden alguns #ifndef en lloc de #pragma once)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -30,7 +30,7 @@ Input::Input(std::string game_controller_db_path)
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// Inicializar bindings del teclado (valores por defecto)
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// Estos serán sobrescritos por applyPlayer1BindingsFromOptions()
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keyboard_.bindings = {
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// Movimiento del jugador
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// Movimiento del player
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{Action::LEFT, KeyState{.scancode = SDL_SCANCODE_LEFT}},
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{Action::RIGHT, KeyState{.scancode = SDL_SCANCODE_RIGHT}},
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{Action::THRUST, KeyState{.scancode = SDL_SCANCODE_UP}},
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@@ -188,7 +188,7 @@ auto Input::checkAnyButton(bool repeat) -> bool {
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return false;
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}
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// Comprueba si algún jugador (P1 o P2) presionó alguna acción de una lista
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// Comprueba si algún player (P1 o P2) presionó alguna acción de una lista
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auto Input::checkAnyPlayerAction(const std::span<const InputAction>& actions, bool repeat) -> bool {
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for (const auto& action : actions) {
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if (checkActionPlayer1(action, repeat) || checkActionPlayer2(action, repeat)) {
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@@ -388,14 +388,14 @@ void Input::update() {
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binding.second.is_held = key_is_down_now;
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}
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// Actualizar bindings de jugador 1
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// Actualizar bindings de player 1
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for (auto& binding : player1_keyboard_bindings_) {
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bool key_is_down_now = key_states[binding.second.scancode];
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binding.second.just_pressed = key_is_down_now && !binding.second.is_held;
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binding.second.is_held = key_is_down_now;
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}
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// Actualizar bindings de jugador 2
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// Actualizar bindings de player 2
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for (auto& binding : player2_keyboard_bindings_) {
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bool key_is_down_now = key_states[binding.second.scancode];
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binding.second.just_pressed = key_is_down_now && !binding.second.is_held;
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@@ -493,7 +493,7 @@ auto Input::findAvailableGamepadByName(const std::string& gamepad_name) -> std::
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// ========== MÉTODOS ESPECÍFICOS POR JUGADOR (ORNI) ==========
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// Aplica configuración de controles del jugador 1
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// Aplica configuración de controles del player 1
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void Input::applyPlayer1BindingsFromOptions() {
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// 1. Aplicar bindings de teclado (NO usar bindKey, llenar mapa específico)
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player1_keyboard_bindings_[Action::LEFT].scancode = Options::player1.keyboard.key_left;
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@@ -527,7 +527,7 @@ void Input::applyPlayer1BindingsFromOptions() {
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player1_gamepad_ = gamepad;
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}
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// Aplica configuración de controles del jugador 2
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// Aplica configuración de controles del player 2
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void Input::applyPlayer2BindingsFromOptions() {
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// 1. Aplicar bindings de teclado (mapa específico de P2, no sobrescribe P1)
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player2_keyboard_bindings_[Action::LEFT].scancode = Options::player2.keyboard.key_left;
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@@ -561,7 +561,7 @@ void Input::applyPlayer2BindingsFromOptions() {
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player2_gamepad_ = gamepad;
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}
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// Consulta de input para jugador 1
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// Consulta de input para player 1
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auto Input::checkActionPlayer1(Action action, bool repeat) -> bool {
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// Comprobar teclado con el mapa específico de P1
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bool keyboard_active = false;
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@@ -583,7 +583,7 @@ auto Input::checkActionPlayer1(Action action, bool repeat) -> bool {
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return keyboard_active || gamepad_active;
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}
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// Consulta de input para jugador 2
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// Consulta de input para player 2
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auto Input::checkActionPlayer2(Action action, bool repeat) -> bool {
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// Comprobar teclado con el mapa específico de P2
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bool keyboard_active = false;
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