minor-几处格式规范

This commit is contained in:
Ziyu
2025-06-16 14:44:47 +08:00
parent 4b49311dc7
commit cb10827fd6
2 changed files with 10 additions and 10 deletions
+7 -7
View File
@@ -25,7 +25,7 @@
namespace game::scene {
// 构造函数:调用基类构造函数
GameScene::GameScene(std::string name, engine::core::Context& context, engine::scene::SceneManager& scene_manager)
GameScene::GameScene(const std::string& name, engine::core::Context& context, engine::scene::SceneManager& scene_manager)
: Scene(name, context, scene_manager) {
spdlog::trace("GameScene 构造完成。");
}
@@ -189,15 +189,15 @@ void GameScene::handleObjectCollisions()
// 处理玩家与敌人的碰撞
if (obj1->getName() == "player" && obj2->getTag() == "enemy") {
PlayerVSEnemyCollision(obj1, obj2);
playerVSEnemyCollision(obj1, obj2);
} else if (obj2->getName() == "player" && obj1->getTag() == "enemy") {
PlayerVSEnemyCollision(obj2, obj1);
playerVSEnemyCollision(obj2, obj1);
}
// 处理玩家与道具的碰撞
else if (obj1->getName() == "player" && obj2->getTag() == "item") {
PlayerVSItemCollision(obj1, obj2);
playerVSItemCollision(obj1, obj2);
} else if (obj2->getName() == "player" && obj1->getTag() == "item") {
PlayerVSItemCollision(obj2, obj1);
playerVSItemCollision(obj2, obj1);
}
// 处理玩家与"hazard"对象碰撞
else if (obj1->getName() == "player" && obj2->getTag() == "hazard") {
@@ -227,7 +227,7 @@ void GameScene::handleTileTriggers()
}
}
void GameScene::PlayerVSEnemyCollision(engine::object::GameObject *player, engine::object::GameObject *enemy)
void GameScene::playerVSEnemyCollision(engine::object::GameObject *player, engine::object::GameObject *enemy)
{
// --- 踩踏判断逻辑:1. 玩家中心点在敌人上方 2. 重叠区域:overlap.x > overlap.y
auto player_aabb = player->getComponent<engine::component::ColliderComponent>()->getWorldAABB();
@@ -263,7 +263,7 @@ void GameScene::PlayerVSEnemyCollision(engine::object::GameObject *player, engin
}
}
void GameScene::PlayerVSItemCollision(engine::object::GameObject * player, engine::object::GameObject * item)
void GameScene::playerVSItemCollision(engine::object::GameObject * player, engine::object::GameObject * item)
{
if (item->getName() == "fruit") {
player->getComponent<engine::component::HealthComponent>()->heal(1); // 加血
+3 -3
View File
@@ -17,7 +17,7 @@ class GameScene final: public engine::scene::Scene {
engine::object::GameObject* player_ = nullptr; ///< @brief 保存玩家对象的指针,方便访问
public:
GameScene(std::string name, engine::core::Context& context, engine::scene::SceneManager& scene_manager);
GameScene(const std::string& name, engine::core::Context& context, engine::scene::SceneManager& scene_manager);
// 覆盖场景基类的核心方法
void init() override;
@@ -33,8 +33,8 @@ private:
void handleObjectCollisions(); ///< @brief 处理游戏对象间的碰撞逻辑(从PhysicsEngine获取信息)
void handleTileTriggers(); ///< @brief 处理瓦片触发事件(从PhysicsEngine获取信息)
void PlayerVSEnemyCollision(engine::object::GameObject* player, engine::object::GameObject* enemy); ///< @brief 玩家与敌人碰撞处理
void PlayerVSItemCollision(engine::object::GameObject* player, engine::object::GameObject* item); ///< @brief 玩家与道具碰撞处理
void playerVSEnemyCollision(engine::object::GameObject* player, engine::object::GameObject* enemy); ///< @brief 玩家与敌人碰撞处理
void playerVSItemCollision(engine::object::GameObject* player, engine::object::GameObject* item); ///< @brief 玩家与道具碰撞处理
/**
* @brief 创建一个特效对象(一次性)。