linters
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@@ -5,7 +5,7 @@
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CollisionMap::CollisionMap(std::vector<int> collision_tile_map)
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: collision_tile_map_(std::move(collision_tile_map)),
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extended_tile_map_(EW * EH, 0),
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extended_tile_map_(static_cast<size_t>(EW) * static_cast<size_t>(EH), 0),
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tile_collider_(extended_tile_map_, EW, EH, CollisionBorder::PX) {
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buildExtendedCenter();
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}
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@@ -2,6 +2,7 @@
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#include <SDL3/SDL.h>
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#include <cstdint>
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#include <memory> // Para shared_ptr
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#include <string> // Para string
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#include <vector> // Para vector
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@@ -28,7 +29,7 @@ class TilemapRenderer;
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class Room {
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public:
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// -- Enumeraciones y estructuras ---
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enum class Border : int {
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enum class Border : std::uint8_t {
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TOP = 0,
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RIGHT = 1,
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BOTTOM = 2,
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@@ -78,7 +78,7 @@ auto RoomFormat::convertAutoSurface(const fkyaml::node& node) -> int {
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auto RoomFormat::flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int> {
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std::vector<int> tilemap_flat;
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tilemap_flat.reserve(Map::WIDTH * Map::HEIGHT);
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tilemap_flat.reserve(static_cast<size_t>(Map::WIDTH) * static_cast<size_t>(Map::HEIGHT));
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for (const auto& row : tilemap_2d) {
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for (int tile : row) {
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@@ -535,8 +535,8 @@ auto RoomFormat::createDefault() -> Room::Data {
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data.right_room = "0";
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// Tilemaps del tamaño correcto, vacíos
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data.tile_map.resize(Map::WIDTH * Map::HEIGHT, -1);
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data.collision_tile_map.resize(Map::WIDTH * Map::HEIGHT, 0);
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data.tile_map.resize(static_cast<size_t>(Map::WIDTH) * static_cast<size_t>(Map::HEIGHT), -1);
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data.collision_tile_map.resize(static_cast<size_t>(Map::WIDTH) * static_cast<size_t>(Map::HEIGHT), 0);
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return data;
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}
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@@ -16,13 +16,9 @@
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// Constructor
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Scoreboard::Scoreboard(std::shared_ptr<Data> data)
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: data_(std::move(data)) {
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const float SURFACE_WIDTH = Options::game.width;
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constexpr float SURFACE_HEIGHT = 24.0F; // 3 líneas de 8px
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surface_ = std::make_shared<Surface>(SURFACE_WIDTH, SURFACE_HEIGHT);
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surface_dest_ = {.x = 0, .y = Options::game.height - SURFACE_HEIGHT, .w = SURFACE_WIDTH, .h = SURFACE_HEIGHT};
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}
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: data_(std::move(data)),
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surface_(std::make_shared<Surface>(Options::game.width, SURFACE_HEIGHT)),
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surface_dest_{.x = 0, .y = Options::game.height - SURFACE_HEIGHT, .w = Options::game.width, .h = SURFACE_HEIGHT} {}
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// Pinta el objeto en pantalla
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void Scoreboard::render() {
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@@ -91,19 +87,19 @@ void Scoreboard::fillTexture() {
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const std::string TIME_LABEL = Locale::get()->get("scoreboard.time");
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// Ancho total: labels proporcionales + valores monoespaciados
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const int LINE1_W = text->length(LIVES_LABEL) + text->lengthMono(LIVES_STR, MONO_W) + text->length(SEP) + text->length(ITEMS_LABEL) + text->lengthMono(ITEMS_STR, MONO_W) + text->length(SEP) + text->length(TIME_LABEL) + text->lengthMono(TIME_STR, MONO_W);
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const int LINE1_W = text->length(LIVES_LABEL) + Text::lengthMono(LIVES_STR, MONO_W) + text->length(SEP) + text->length(ITEMS_LABEL) + Text::lengthMono(ITEMS_STR, MONO_W) + text->length(SEP) + text->length(TIME_LABEL) + Text::lengthMono(TIME_STR, MONO_W);
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int x = (CANVAS_W - LINE1_W) / 2;
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text->writeColored(x, LINE1_Y, LIVES_LABEL, LABEL_COLOR);
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x += text->length(LIVES_LABEL);
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text->writeColoredMono(x, LINE1_Y, LIVES_STR, VALUE_COLOR, MONO_W);
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x += text->lengthMono(LIVES_STR, MONO_W);
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x += Text::lengthMono(LIVES_STR, MONO_W);
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text->writeColored(x, LINE1_Y, SEP, LABEL_COLOR);
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x += text->length(SEP);
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text->writeColored(x, LINE1_Y, ITEMS_LABEL, LABEL_COLOR);
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x += text->length(ITEMS_LABEL);
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text->writeColoredMono(x, LINE1_Y, ITEMS_STR, VALUE_COLOR, MONO_W);
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x += text->lengthMono(ITEMS_STR, MONO_W);
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x += Text::lengthMono(ITEMS_STR, MONO_W);
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text->writeColored(x, LINE1_Y, SEP, LABEL_COLOR);
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x += text->length(SEP);
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text->writeColored(x, LINE1_Y, TIME_LABEL, LABEL_COLOR);
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@@ -39,6 +39,7 @@ class Scoreboard {
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// Constantes de tiempo
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// Posición de los elementos (2 líneas centradas verticalmente en surface de 24px)
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static constexpr float SURFACE_HEIGHT = 24.0F; // 3 líneas de 8px
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static constexpr int LINE1_Y = 5;
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static constexpr int LINE2_Y = 13;
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@@ -1,12 +1,13 @@
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#pragma once
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#include <cstdint>
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#include <vector>
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#include "utils/defines.hpp"
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class TileCollider {
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public:
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enum class Tile : int {
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enum class Tile : std::uint8_t {
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EMPTY = 0,
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WALL = 1,
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PASSABLE = 2,
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@@ -11,9 +11,8 @@ TilemapRenderer::TilemapRenderer(std::vector<int> tile_map, int tile_set_width,
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: tile_map_(std::move(tile_map)),
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tile_set_width_(tile_set_width),
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tileset_surface_(std::move(tileset_surface)),
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bg_color_(bg_color) {
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map_surface_ = std::make_shared<Surface>(PlayArea::WIDTH, PlayArea::HEIGHT);
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}
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bg_color_(bg_color),
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map_surface_(std::make_shared<Surface>(PlayArea::WIDTH, PlayArea::HEIGHT)) {}
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void TilemapRenderer::initialize(const std::vector<int>& collision_tile_map) {
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fillMapTexture(collision_tile_map);
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