refactor(enemies): renombra QUADRAT/MOLINILLO a SQUARE/PINWHEEL

This commit is contained in:
2026-05-24 07:40:54 +02:00
parent 6210985548
commit e5e3729215
13 changed files with 200 additions and 200 deletions
+13 -13
View File
@@ -20,10 +20,10 @@ namespace Systems::Collision {
switch (type) {
case EnemyType::PENTAGON:
return Defaults::Enemies::Scoring::PENTAGON_SCORE;
case EnemyType::QUADRAT:
return Defaults::Enemies::Scoring::QUADRAT_SCORE;
case EnemyType::MOLINILLO:
return Defaults::Enemies::Scoring::MOLINILLO_SCORE;
case EnemyType::SQUARE:
return Defaults::Enemies::Scoring::SQUARE_SCORE;
case EnemyType::PINWHEEL:
return Defaults::Enemies::Scoring::PINWHEEL_SCORE;
}
return 0;
}
@@ -32,10 +32,10 @@ namespace Systems::Collision {
switch (type) {
case EnemyType::PENTAGON:
return Defaults::Palette::PENTAGON;
case EnemyType::QUADRAT:
return Defaults::Palette::QUADRAT;
case EnemyType::MOLINILLO:
return Defaults::Palette::MOLINILLO;
case EnemyType::SQUARE:
return Defaults::Palette::SQUARE;
case EnemyType::PINWHEEL:
return Defaults::Palette::PINWHEEL;
}
return SDL_Color{};
}
@@ -58,7 +58,7 @@ namespace Systems::Collision {
}
ctx.floating_score_manager.crear(POINTS, ENEMY_POS);
enemy.destruir();
enemy.destroy();
constexpr float VELOCITAT_EXPLOSIO = 80.0F; // px/s (explosión suave)
const Vec2 INHERITED_VEL = ENEMY_VEL * Defaults::Physics::Debris::ENEMY_VELOCITY_INHERITANCE;
@@ -141,7 +141,7 @@ namespace Systems::Collision {
explodeNow(ctx, enemy, SHOOTER);
} else {
// Primer impacto → entra en estado herido (explosión diferida).
enemy.herir(SHOOTER);
enemy.hurt(SHOOTER);
}
breakBullet(ctx.debris_manager, bullet);
@@ -182,9 +182,9 @@ namespace Systems::Collision {
}
// El sano queda herido, propagando el shooter original.
if (A_WOUNDED) {
b.herir(a.getLastHitBy());
b.hurt(a.getLastHitBy());
} else {
a.herir(b.getLastHitBy());
a.hurt(b.getLastHitBy());
}
}
}
@@ -230,7 +230,7 @@ namespace Systems::Collision {
} else {
// Primer impacte → estat HURT (rebot físic ja resolt per PhysicsWorld;
// l'enemic no rep dany per decisió de disseny).
ctx.ships[i].herir();
ctx.ships[i].hurt();
}
}
ctx.ships[i].setTouchingEnemyPrevFrame(TOUCHING_NOW);