Lint: rename de locales (constants + const-ref vars)
Tanda de identifier-naming de variables y constantes locales a funciones
o archivos. Ninguno cross-file (los símbolos públicos quedan para una
pasada manual con VS Code).
- audio_adapter.cpp: path → PATH (const local en 3 funciones).
- vector_text.cpp: symbols → SYMBOLS, char_width_scaled → CHAR_WIDTH_SCALED,
char_height_scaled → CHAR_HEIGHT_SCALED, spacing_scaled → SPACING_SCALED
(const locales en render/renderCentered/get_text_width).
- physics_world.cpp: acceleration → ACCELERATION (const local en update).
- constants.hpp::dins_zona_joc: point → POINT.
- game_scene.cpp:
- stepGameOver: game_over_text → GAME_OVER_TEXT.
- dibuixar_marcador: scale/spacing → SCALE/SPACING (const), y la ref
local 'scoreboard' (const SDL_FRect&) → 'scoreboard_zone' para no
colisionar con Defaults::Zones::SCOREBOARD (las refs no son
"constant" según el .clang-tidy y deben ser lower_case).
- dibuixar_missatge_stage: max_width → MAX_WIDTH (const local).
- dibuixar_continue: continue_text/counter_str/continues_text →
UPPER_CASE.
- title_scene.cpp::draw (sección MAIN): spacing → SPACING, main_text →
MAIN_TEXT, escala_main → MAIN_SCALE.
- shape_renderer.cpp: const Vec2& SHAPE_CENTRE → shape_centre (es ref,
no constant).
- collision_system.cpp: const Vec2& POS_ENEMIC → enemy_pos (ref + traducción).
- init_hud_animator.cpp: refs ZONA → zone (en 2 funciones), SCOREBOARD →
scoreboard_zone (sin colisionar con Defaults::Zones::SCOREBOARD).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -88,20 +88,20 @@ void render_shape(Rendering::Renderer* renderer,
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return;
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}
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const Vec2& SHAPE_CENTRE = shape->getCenter();
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const Vec2& shape_centre = shape->getCenter();
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for (const auto& primitive : shape->get_primitives()) {
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if (primitive.type == Graphics::PrimitiveType::POLYLINE) {
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// POLYLINE: conectar puntos consecutivos.
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for (size_t i = 0; i < primitive.points.size() - 1; i++) {
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const Vec2 P1 = transformPoint(primitive.points[i], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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const Vec2 P2 = transformPoint(primitive.points[i + 1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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const Vec2 P1 = transformPoint(primitive.points[i], shape_centre, position, angle, scale, rotation_3d);
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const Vec2 P2 = transformPoint(primitive.points[i + 1], shape_centre, position, angle, scale, rotation_3d);
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linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
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static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
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}
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} else if (primitive.points.size() >= 2) { // LINE
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const Vec2 P1 = transformPoint(primitive.points[0], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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const Vec2 P2 = transformPoint(primitive.points[1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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const Vec2 P1 = transformPoint(primitive.points[0], shape_centre, position, angle, scale, rotation_3d);
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const Vec2 P2 = transformPoint(primitive.points[1], shape_centre, position, angle, scale, rotation_3d);
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linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
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static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
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}
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