clang-tidy
This commit is contained in:
@@ -240,7 +240,7 @@ void Text::writeColoredMono(int x, int y, const std::string& text, Uint8 color,
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}
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}
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// Obtiene la longitud en pixels de una cadena monoespaciada
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// Obtiene la longitud en pixels de una cadena monoespaciada
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auto Text::lengthMono(const std::string& text, int cell_w) const -> int {
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auto Text::lengthMono(const std::string& text, int cell_w) -> int {
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size_t pos = 0;
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size_t pos = 0;
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int count = 0;
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int count = 0;
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while (pos < text.size()) {
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while (pos < text.size()) {
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@@ -50,7 +50,7 @@ class Text {
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void writeColoredMono(int x, int y, const std::string& text, Uint8 color, int cell_w); // Escribe texto monoespaciado con color
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void writeColoredMono(int x, int y, const std::string& text, Uint8 color, int cell_w); // Escribe texto monoespaciado con color
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[[nodiscard]] auto length(const std::string& text, int kerning = 1) const -> int; // Obtiene la longitud en pixels de una cadena
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[[nodiscard]] auto length(const std::string& text, int kerning = 1) const -> int; // Obtiene la longitud en pixels de una cadena
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[[nodiscard]] auto lengthMono(const std::string& text, int cell_w) const -> int; // Obtiene la longitud en pixels de una cadena monoespaciada
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[[nodiscard]] static auto lengthMono(const std::string& text, int cell_w) -> int; // Obtiene la longitud en pixels de una cadena monoespaciada
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[[nodiscard]] auto getCharacterSize() const -> int; // Devuelve el tamaño del caracter
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[[nodiscard]] auto getCharacterSize() const -> int; // Devuelve el tamaño del caracter
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[[nodiscard]] auto glyphWidth(uint32_t codepoint, int kerning = 0) const -> int; // Devuelve el ancho en pixels de un glifo
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[[nodiscard]] auto glyphWidth(uint32_t codepoint, int kerning = 0) const -> int; // Devuelve el ancho en pixels de un glifo
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[[nodiscard]] auto getGlyphClip(uint32_t codepoint) const -> SDL_FRect; // Devuelve el clip rect del glifo
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[[nodiscard]] auto getGlyphClip(uint32_t codepoint) const -> SDL_FRect; // Devuelve el clip rect del glifo
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@@ -223,7 +223,7 @@ void Player::moveHorizontal(float delta_time) {
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}
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}
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const auto& tc = room_->getTileCollider();
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const auto& tc = room_->getTileCollider();
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float new_x = x_ + vx_ * delta_time;
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float new_x = x_ + (vx_ * delta_time);
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// Colisión con paredes
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// Colisión con paredes
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if (vx_ < 0.0F) {
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if (vx_ < 0.0F) {
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@@ -431,9 +431,9 @@ void Player::transitionToState(State state) {
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// Bordes de pantalla
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// Bordes de pantalla
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// ============================================================================
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// ============================================================================
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auto Player::handleBorders() -> Room::Border {
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auto Player::handleBorders() const -> Room::Border {
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const float CENTER_X = x_ + WIDTH / 2.0F;
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const float CENTER_X = x_ + (WIDTH / 2.0F);
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const float CENTER_Y = y_ + HEIGHT / 2.0F;
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const float CENTER_Y = y_ + (HEIGHT / 2.0F);
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if (CENTER_X < PlayArea::LEFT) { return Room::Border::LEFT; }
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if (CENTER_X < PlayArea::LEFT) { return Room::Border::LEFT; }
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if (CENTER_X > PlayArea::RIGHT) { return Room::Border::RIGHT; }
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if (CENTER_X > PlayArea::RIGHT) { return Room::Border::RIGHT; }
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@@ -143,7 +143,7 @@ class Player {
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void syncSpriteAndCollider();
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void syncSpriteAndCollider();
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void placeSprite();
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void placeSprite();
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void animate(float delta_time);
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void animate(float delta_time);
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auto handleBorders() -> Room::Border;
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auto handleBorders() const -> Room::Border;
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// --- Inicialización ---
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// --- Inicialización ---
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void initSprite(const std::string& animations_path);
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void initSprite(const std::string& animations_path);
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@@ -14,7 +14,7 @@ auto TileCollider::getTileAt(int tile_x, int tile_y) const -> Tile {
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if (tile_x < 0 || tile_x >= MW || tile_y < 0 || tile_y >= MH) {
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if (tile_x < 0 || tile_x >= MW || tile_y < 0 || tile_y >= MH) {
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return Tile::EMPTY;
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return Tile::EMPTY;
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}
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}
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int value = tile_map_[tile_y * MW + tile_x];
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int value = tile_map_[(tile_y * MW) + tile_x];
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if (value >= 0 && value <= 5) {
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if (value >= 0 && value <= 5) {
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return static_cast<Tile>(value);
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return static_cast<Tile>(value);
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}
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}
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@@ -30,7 +30,7 @@ auto TileCollider::isSolid(int tile_x, int tile_y) const -> bool {
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// SLOPE_L (\): alto a la izquierda, bajo a la derecha. surface = bottom - (7 - x_in_tile)
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// SLOPE_L (\): alto a la izquierda, bajo a la derecha. surface = bottom - (7 - x_in_tile)
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// SLOPE_R (/): alto a la derecha, bajo a la izquierda. surface = bottom - x_in_tile
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// SLOPE_R (/): alto a la derecha, bajo a la izquierda. surface = bottom - x_in_tile
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auto TileCollider::getSlopeY(int tile_x, int tile_y, float px) const -> float {
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auto TileCollider::getSlopeY(int tile_x, int tile_y, float px) const -> float {
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float tile_bottom = static_cast<float>((tile_y + 1) * TS - 1);
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auto tile_bottom = static_cast<float>(((tile_y + 1) * TS) - 1);
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float x_in_tile = px - static_cast<float>(tile_x * TS);
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float x_in_tile = px - static_cast<float>(tile_x * TS);
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x_in_tile = std::clamp(x_in_tile, 0.0F, static_cast<float>(TS - 1));
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x_in_tile = std::clamp(x_in_tile, 0.0F, static_cast<float>(TS - 1));
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@@ -96,6 +96,7 @@ auto TileCollider::checkCeiling(float x, float y, float w) const -> float {
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// SLOPE: solo si los pies estaban por encima de la superficie Y el jugador no está
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// SLOPE: solo si los pies estaban por encima de la superficie Y el jugador no está
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// parcialmente dentro de otra slope (evita aterrizar al hacer drop-through
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// parcialmente dentro de otra slope (evita aterrizar al hacer drop-through
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// o al saltar a través de una slope desde abajo).
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// o al saltar a través de una slope desde abajo).
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// NOLINTNEXTLINE(readability-function-cognitive-complexity)
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auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit {
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auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit {
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int start_row = toTile(static_cast<int>(foot_y_current));
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int start_row = toTile(static_cast<int>(foot_y_current));
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int end_row = toTile(static_cast<int>(foot_y_new));
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int end_row = toTile(static_cast<int>(foot_y_new));
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@@ -115,7 +116,7 @@ auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot
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if (tile == Tile::WALL) {
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if (tile == Tile::WALL) {
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floor_y = static_cast<float>(row * TS);
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floor_y = static_cast<float>(row * TS);
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} else if (tile == Tile::PASSABLE) {
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} else if (tile == Tile::PASSABLE) {
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float tile_top = static_cast<float>(row * TS);
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auto tile_top = static_cast<float>(row * TS);
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// Solo cuenta como suelo si los pies estaban por encima antes del movimiento
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// Solo cuenta como suelo si los pies estaban por encima antes del movimiento
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if (foot_y_current <= tile_top) {
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if (foot_y_current <= tile_top) {
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floor_y = tile_top;
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floor_y = tile_top;
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@@ -130,7 +131,7 @@ auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot
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}
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}
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if (floor_y != Collision::NONE && (best.y == Collision::NONE || floor_y < best.y)) {
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if (floor_y != Collision::NONE && (best.y == Collision::NONE || floor_y < best.y)) {
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best = {floor_y, tile, col, row};
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best = {.y = floor_y, .type = tile, .tile_x = col, .tile_y = row};
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}
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}
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}
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}
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}
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}
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@@ -193,6 +194,7 @@ auto TileCollider::isInsideAnySlope(float x, float foot_y, float w) const -> boo
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// Busca una slope directamente debajo del jugador (para transición ground→slope).
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// Busca una slope directamente debajo del jugador (para transición ground→slope).
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// Escanea la fila de los pies Y la fila superior: las slopes en escalera siempre
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// Escanea la fila de los pies Y la fila superior: las slopes en escalera siempre
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// tienen el tile de entrada una fila arriba del suelo desde el que se accede.
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// tienen el tile de entrada una fila arriba del suelo desde el que se accede.
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// NOLINTNEXTLINE(readability-function-cognitive-complexity)
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auto TileCollider::checkSlopeBelow(float x, float foot_y, float w) const -> SlopeInfo {
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auto TileCollider::checkSlopeBelow(float x, float foot_y, float w) const -> SlopeInfo {
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int foot_row = toTile(static_cast<int>(foot_y));
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int foot_row = toTile(static_cast<int>(foot_y));
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int left_col = toTile(static_cast<int>(x));
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int left_col = toTile(static_cast<int>(x));
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@@ -205,14 +207,14 @@ auto TileCollider::checkSlopeBelow(float x, float foot_y, float w) const -> Slop
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float foot_x = (col == left_col) ? x : x + w - 1;
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float foot_x = (col == left_col) ? x : x + w - 1;
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float slope_y = getSlopeY(col, row, foot_x);
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float slope_y = getSlopeY(col, row, foot_x);
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if (slope_y <= foot_y && slope_y >= foot_y - TS) {
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if (slope_y <= foot_y && slope_y >= foot_y - TS) {
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return {true, Tile::SLOPE_L, col, row, slope_y};
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return {.on_slope = true, .type = Tile::SLOPE_L, .tile_x = col, .tile_y = row, .surface_y = slope_y};
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}
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}
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}
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}
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if (tile == Tile::SLOPE_R) {
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if (tile == Tile::SLOPE_R) {
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float foot_x = (col == right_col) ? x + w - 1 : x;
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float foot_x = (col == right_col) ? x + w - 1 : x;
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float slope_y = getSlopeY(col, row, foot_x);
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float slope_y = getSlopeY(col, row, foot_x);
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if (slope_y <= foot_y && slope_y >= foot_y - TS) {
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if (slope_y <= foot_y && slope_y >= foot_y - TS) {
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return {true, Tile::SLOPE_R, col, row, slope_y};
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return {.on_slope = true, .type = Tile::SLOPE_R, .tile_x = col, .tile_y = row, .surface_y = slope_y};
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}
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}
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}
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}
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}
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}
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@@ -71,7 +71,6 @@ Game::Game(Mode mode)
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game_backbuffer_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height);
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game_backbuffer_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height);
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changeRoom(current_room_);
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changeRoom(current_room_);
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#ifdef _DEBUG
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#ifdef _DEBUG
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Console::get()->setScope("debug");
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Console::get()->setScope("debug");
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#else
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#else
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@@ -331,7 +330,6 @@ void Game::updatePlaying(float delta_time) {
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checkPlayerAndEnemies();
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checkPlayerAndEnemies();
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checkIfPlayerIsAlive();
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checkIfPlayerIsAlive();
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// Avanzar transición
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// Avanzar transición
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if (transitioning_) {
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if (transitioning_) {
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transition_timer_ += delta_time;
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transition_timer_ += delta_time;
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@@ -906,7 +904,6 @@ void Game::togglePause() {
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scoreboard_->setPaused(paused_);
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scoreboard_->setPaused(paused_);
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}
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}
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// Inicializa al jugador
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// Inicializa al jugador
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void Game::initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room) { // NOLINT(readability-convert-member-functions-to-static)
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void Game::initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room) { // NOLINT(readability-convert-member-functions-to-static)
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const bool IGNORE_INPUT = player_ != nullptr && player_->getIgnoreInput();
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const bool IGNORE_INPUT = player_ != nullptr && player_->getIgnoreInput();
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@@ -13,7 +13,7 @@ Empezado en Castalla el 01/07/2022.
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#include "core/system/director.hpp"
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#include "core/system/director.hpp"
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#include "core/system/event_buffer.hpp"
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#include "core/system/event_buffer.hpp"
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SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
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auto SDL_AppInit(void** appstate, int argc, char* argv[]) -> SDL_AppResult {
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(void)argc;
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(void)argc;
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(void)argv;
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(void)argv;
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@@ -22,13 +22,13 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
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return SDL_APP_CONTINUE;
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return SDL_APP_CONTINUE;
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}
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}
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SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
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auto SDL_AppEvent(void* appstate, SDL_Event* event) -> SDL_AppResult {
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(void)appstate;
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(void)appstate;
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EventBuffer::events.push_back(*event);
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EventBuffer::events.push_back(*event);
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return SDL_APP_CONTINUE;
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return SDL_APP_CONTINUE;
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}
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}
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SDL_AppResult SDL_AppIterate(void* appstate) {
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auto SDL_AppIterate(void* appstate) -> SDL_AppResult {
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auto* director = static_cast<Director*>(appstate);
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auto* director = static_cast<Director*>(appstate);
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return director->iterate();
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return director->iterate();
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}
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}
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@@ -12,39 +12,39 @@ auto Color::fromString(const std::string& name) -> Uint8 {
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// Incluye nombres oficiales del CPC y aliases para compatibilidad
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// Incluye nombres oficiales del CPC y aliases para compatibilidad
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static const std::unordered_map<std::string, Uint8> COLOR_MAP = {
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static const std::unordered_map<std::string, Uint8> COLOR_MAP = {
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// Transparente
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// Transparente
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{"transparent", index(Cpc::CLEAR)},
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{"transparent", getIndex(Cpc::CLEAR)},
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// Colores oficiales Amstrad CPC
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// Colores oficiales Amstrad CPC
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{"black", index(Cpc::BLACK)},
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{"black", getIndex(Cpc::BLACK)},
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{"blue", index(Cpc::BLUE)},
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{"blue", getIndex(Cpc::BLUE)},
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{"bright_blue", index(Cpc::BRIGHT_BLUE)},
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{"bright_blue", getIndex(Cpc::BRIGHT_BLUE)},
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{"red", index(Cpc::RED)},
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{"red", getIndex(Cpc::RED)},
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{"magenta", index(Cpc::MAGENTA)},
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{"magenta", getIndex(Cpc::MAGENTA)},
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{"mauve", index(Cpc::MAUVE)},
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{"mauve", getIndex(Cpc::MAUVE)},
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{"bright_red", index(Cpc::BRIGHT_RED)},
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{"bright_red", getIndex(Cpc::BRIGHT_RED)},
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{"purple", index(Cpc::PURPLE)},
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{"purple", getIndex(Cpc::PURPLE)},
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{"bright_magenta", index(Cpc::BRIGHT_MAGENTA)},
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{"bright_magenta", getIndex(Cpc::BRIGHT_MAGENTA)},
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{"green", index(Cpc::GREEN)},
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{"green", getIndex(Cpc::GREEN)},
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{"cyan", index(Cpc::CYAN)},
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{"cyan", getIndex(Cpc::CYAN)},
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{"sky_blue", index(Cpc::SKY_BLUE)},
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{"sky_blue", getIndex(Cpc::SKY_BLUE)},
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{"yellow", index(Cpc::YELLOW)},
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{"yellow", getIndex(Cpc::YELLOW)},
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{"white", index(Cpc::WHITE)},
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{"white", getIndex(Cpc::WHITE)},
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{"pastel_blue", index(Cpc::PASTEL_BLUE)},
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{"pastel_blue", getIndex(Cpc::PASTEL_BLUE)},
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{"orange", index(Cpc::ORANGE)},
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{"orange", getIndex(Cpc::ORANGE)},
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{"pink", index(Cpc::PINK)},
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{"pink", getIndex(Cpc::PINK)},
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{"pastel_magenta", index(Cpc::PASTEL_MAGENTA)},
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{"pastel_magenta", getIndex(Cpc::PASTEL_MAGENTA)},
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{"bright_green", index(Cpc::BRIGHT_GREEN)},
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{"bright_green", getIndex(Cpc::BRIGHT_GREEN)},
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{"sea_green", index(Cpc::SEA_GREEN)},
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{"sea_green", getIndex(Cpc::SEA_GREEN)},
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{"bright_cyan", index(Cpc::BRIGHT_CYAN)},
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{"bright_cyan", getIndex(Cpc::BRIGHT_CYAN)},
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{"lime", index(Cpc::LIME)},
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{"lime", getIndex(Cpc::LIME)},
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{"pastel_green", index(Cpc::PASTEL_GREEN)},
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{"pastel_green", getIndex(Cpc::PASTEL_GREEN)},
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{"pastel_cyan", index(Cpc::PASTEL_CYAN)},
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{"pastel_cyan", getIndex(Cpc::PASTEL_CYAN)},
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{"bright_yellow", index(Cpc::BRIGHT_YELLOW)},
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{"bright_yellow", getIndex(Cpc::BRIGHT_YELLOW)},
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{"pastel_yellow", index(Cpc::PASTEL_YELLOW)},
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{"pastel_yellow", getIndex(Cpc::PASTEL_YELLOW)},
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{"bright_white", index(Cpc::BRIGHT_WHITE)},
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{"bright_white", getIndex(Cpc::BRIGHT_WHITE)},
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// Aliases para compatibilidad con archivos YAML existentes (Spectrum)
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// Aliases para compatibilidad con archivos YAML existentes (Spectrum)
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{"bright_black", index(Cpc::BLACK)}, // No existe en CPC, mapea a negro
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{"bright_black", getIndex(Cpc::BLACK)}, // No existe en CPC, mapea a negro
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};
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};
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auto it = COLOR_MAP.find(name);
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auto it = COLOR_MAP.find(name);
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@@ -53,5 +53,5 @@ auto Color::fromString(const std::string& name) -> Uint8 {
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}
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}
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// Si no se encuentra, devuelve negro por defecto
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// Si no se encuentra, devuelve negro por defecto
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return index(Cpc::BLACK);
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return getIndex(Cpc::BLACK);
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}
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}
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@@ -78,7 +78,7 @@ class Color {
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* @param color Color del enum Cpc
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* @param color Color del enum Cpc
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* @return Índice de paleta (Uint8)
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* @return Índice de paleta (Uint8)
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*/
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*/
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static constexpr auto index(Cpc color) -> Uint8 {
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static constexpr auto getIndex(Cpc color) -> Uint8 { // NOLINT(readability-identifier-naming)
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return static_cast<Uint8>(color);
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return static_cast<Uint8>(color);
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}
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}
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Block a user