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:
@@ -58,7 +58,7 @@ class Input {
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name(std::string(SDL_GetGamepadName(gamepad))),
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path(std::string(SDL_GetGamepadPath(pad))),
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bindings{
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// Movimiento y acciones del jugador
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// Movimiento y acciones del player
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{Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
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{Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
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{Action::THRUST, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}},
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@@ -92,7 +92,7 @@ class Input {
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void applyKeyboardBindingsFromOptions();
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void applyGamepadBindingsFromOptions();
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// Configuración por jugador (Orni - dos jugadores)
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// Configuración por player (Orni - dos jugadores)
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void applyPlayer1BindingsFromOptions();
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void applyPlayer2BindingsFromOptions();
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@@ -105,7 +105,7 @@ class Input {
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auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
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void resetInputStates();
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// Consulta por jugador (Orni - dos jugadores)
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// Consulta por player (Orni - dos jugadores)
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auto checkActionPlayer1(Action action, bool repeat = true) -> bool;
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auto checkActionPlayer2(Action action, bool repeat = true) -> bool;
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@@ -152,11 +152,11 @@ class Input {
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Keyboard keyboard_{}; // Estado del teclado (solo acciones globales)
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std::string gamepad_mappings_file_; // Ruta al archivo de mappings
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// Referencias cacheadas a gamepads por jugador (Orni)
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// Referencias cacheadas a gamepads por player (Orni)
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std::shared_ptr<Gamepad> player1_gamepad_;
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std::shared_ptr<Gamepad> player2_gamepad_;
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// Mapas de bindings separados por jugador (Orni - dos jugadores)
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// Mapas de bindings separados por player (Orni - dos jugadores)
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std::unordered_map<Action, KeyState> player1_keyboard_bindings_;
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std::unordered_map<Action, KeyState> player2_keyboard_bindings_;
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};
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