Lint: rename públicos al inglés + refactor cognitive-complexity + unused-includes
Identifier-naming: rename de métodos públicos y cross-file al inglés
(camelBack), traducción de campos y locales en el proceso (TitleShip,
StageManager, SpawnController, ShipAnimator, helpers de PlayArea, etc.).
Refactor por cognitive-complexity (>25): GameScene::draw (59→3) con 9
helpers de estado, PhysicsWorld::resolveBodyCollisions (35→5) extrayendo
resolveBodyPair, Options::load{Window,Physics,Audio}ConfigFromYaml
(32/49/57→5/2/3) con templates readField, TitleScene::update (68→4) con
5 sub-pasos por estado + handleSkipInput/handleStartInput +
triggerExitForJoinedPlayers, DebrisManager::explode (39→3) con
extractSegments/spawnDebris/applyAngularVelocity/applyVisualRotation.
use-anyofallof: bucles → std::ranges::any_of/all_of en Input,
ShipAnimator y SpawnController.
readability-static-accessed-through-instance: Director::run y
VectorText::getTextWidth/Height invocados por clase.
readability-convert-member-functions-to-static: ResourcePack::decryptData.
unused-includes: eliminación de <utility>, <cstdint>, <vector>,
<iostream>, defaults.hpp y otros no usados directamente en headers y
unidades de traducción. Restablecido core/defaults.hpp en title_scene.cpp
(falsa "unused" del header).
Bug fix: eliminado isActive() duplicado en Bullet (redeclaración tras
rename de esta_activa→isActive que chocaba con el override de Entity).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -113,7 +113,7 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
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float max_x;
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float min_y;
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float max_y;
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Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y);
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Constants::getSafePlayAreaBounds(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y);
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if (ship_pos != nullptr) {
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bool found_safe_position = false;
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@@ -229,7 +229,7 @@ void Enemy::draw() const {
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case EnemyType::QUADRAT: color = Defaults::Palette::QUADRAT; break;
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case EnemyType::MOLINILLO: color = Defaults::Palette::MOLINILLO; break;
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}
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Rendering::render_shape(renderer_, shape_, center_, rotacio_, SCALE, 1.0F, brightness_,
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Rendering::renderShape(renderer_, shape_, center_, rotacio_, SCALE, 1.0F, brightness_,
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/*rotation_3d=*/nullptr, color);
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}
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@@ -436,7 +436,7 @@ auto Enemy::attemptSafeSpawn(const Vec2& ship_pos, float& out_x, float& out_y) -
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float max_x;
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float min_y;
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float max_y;
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Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y);
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Constants::getSafePlayAreaBounds(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y);
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const int RANGE_X = static_cast<int>(max_x - min_x);
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const int RANGE_Y = static_cast<int>(max_y - min_y);
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