refactor(defaults): renombra VELOCITAT/CANVI_ANGLE/MAX_BALES a anglès
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@@ -743,7 +743,7 @@ void GameScene::tocado(uint8_t player_id) {
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SHIP_POS,
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SHIP_ANGLE,
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1.0F,
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Defaults::Physics::Debris::VELOCITAT_BASE,
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Defaults::Physics::Debris::SPEED_BASE,
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SHIP_BRIGHT,
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INHERITED_VEL,
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0.0F, // sense herència angular
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@@ -930,8 +930,8 @@ void GameScene::fireBullet(uint8_t player_id) {
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Vec2 fire_position = {.x = tip_x, .y = tip_y};
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// Buscar primera bullet inactiva en el pool del player.
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// El pool global té MAX_BALES slots per jugador (P1=[0..MAX-1], P2=[MAX..2*MAX-1]).
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constexpr int SLOTS_PER_PLAYER = Defaults::Entities::MAX_BALES;
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// El pool global té MAX_BULLETS slots per jugador (P1=[0..MAX-1], P2=[MAX..2*MAX-1]).
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constexpr int SLOTS_PER_PLAYER = Defaults::Entities::MAX_BULLETS;
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const int START_IDX = player_id * SLOTS_PER_PLAYER;
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for (int i = START_IDX; i < START_IDX + SLOTS_PER_PLAYER; i++) {
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if (!bullets_[i].isActive()) {
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