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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@@ -104,7 +104,7 @@ void LogoScene::initLetters() {
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float min_x = FLT_MAX;
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float max_x = -FLT_MAX;
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for (const auto& prim : shape->get_primitives()) {
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for (const auto& prim : shape->getPrimitives()) {
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for (const auto& point : prim.points) {
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min_x = std::min(min_x, point.x);
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max_x = std::max(max_x, point.x);
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@@ -321,7 +321,7 @@ void LogoScene::draw() {
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float current_scale =
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ESCALA_INICIAL + ((ESCALA_FINAL - ESCALA_INICIAL) * ease_factor);
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Rendering::render_shape(
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Rendering::renderShape(
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sdl_.getRenderer(),
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lletra.shape,
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pos_actual,
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@@ -344,7 +344,7 @@ void LogoScene::draw() {
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if (!explotades.contains(i)) {
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const auto& lletra = lletres_[i];
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Rendering::render_shape(
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Rendering::renderShape(
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sdl_.getRenderer(),
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lletra.shape,
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lletra.position,
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