This commit is contained in:
Thomas 2022-01-10 09:27:35 +01:00
parent a2379f9af7
commit 2642ff2e69
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GPG Key ID: E538821A6CDFDAD7
5 changed files with 10 additions and 20 deletions

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@ -14,10 +14,8 @@
#include<climits> #include<climits>
/* /* This header will only be imported once, but Djalim told me he would hurt me
* This header will only be imported once, but Djalim told me he would hurt me * if I didn't move it into his own header file instead of the cpp file*/
* if I didn't move it into his own header file instead of the cpp file
*/
class ConfigBuilder{ class ConfigBuilder{
public: public:

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@ -30,10 +30,8 @@ void sanitizeValue(string& val) {
} }
} }
/* /* WARNING : This implementation of YAML is not meant to be complete, but to work with our specific needs
* WARNING : This implementation of YAML is not meant to be complete, but to work with our specific needs * It also can't detect and report errors in a non-YAML-compliant file*/
* It also can't detect and report errors in a non-YAML-compliant file
*/
void ConfigBuilder::parseFile(const string& fname) { void ConfigBuilder::parseFile(const string& fname) {
ifstream file(fname); ifstream file(fname);

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@ -113,8 +113,7 @@ void Game::remCollidingProjectiles(){
++tor; ++tor;
} }
/* if it was colling, it was removed and his Position is now replaced by the next. /* if it was colling, it was removed and his Position is now replaced by the next.
* else, go to the next * else, go to the next */
*/
if(!wasColliding)++miss; if(!wasColliding)++miss;
} }
} }

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@ -19,10 +19,8 @@ void Game::awakeGod() {
* @returns true if we can finish the game * @returns true if we can finish the game
*/ */
/* /* This is a really long function, but I feel like it's still readable because of the switch, and...
* This is a really long function, but I feel like it's still readable because of the switch, and... * Honestly I think splitting it into multiple small functions would be ugly*/
* Honestly I think splitting it into multiple small functions would be ugly
*/
bool Game::manageGod() { bool Game::manageGod() {
switch (god.state) { switch (god.state) {
case GodState::NONE: { case GodState::NONE: {
@ -86,10 +84,8 @@ bool Game::manageGod() {
playerID target; playerID target;
if (players.size() == 1)target = PLAYER1; // don't want to use random if not needed if (players.size() == 1)target = PLAYER1; // don't want to use random if not needed
else target = rand() % players.size(); else target = rand() % players.size();
/* /* Let's just pretend god is drunk and can fire at a player that have a death animation, because
* Let's just pretend god is drunk and can fire at a player that have a death animation, because * honestly at this point I want to re-code the whole game engine to allow a better handling of cases like this...*/
* honestly at this point I want to re-code the whole game engine to allow a better handling of cases like this...
*/
Position playerMiddlePos(players[target].x + confData.playersWidth / 2, Position playerMiddlePos(players[target].x + confData.playersWidth / 2,
pm.getScreenHeight() - PLAYER_HEIGHT / 2); pm.getScreenHeight() - PLAYER_HEIGHT / 2);

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@ -41,8 +41,7 @@ void ScoresManager::readFile() {
/* the first line is the hash sum of (the following content + a secret key) /* the first line is the hash sum of (the following content + a secret key)
* We use it to generate a data signature to prevent users * We use it to generate a data signature to prevent users
* from tampering with the save file * from tampering with the save file*/
*/
size_t hash; size_t hash;
ifs >> hash; ifs >> hash;
ifs.get(); // remove \n ifs.get(); // remove \n