5 przeciwnikow, do poprawy lewa strona mapy przy poruszaniu i teksturki
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@@ -700,7 +700,6 @@ void Plansza::spawn_wiazkowiec() {
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture);
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wiazkowiec.setPlanszaHeight(size.height); // Przekazanie wysokości okna
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wiazkowiec.setMapBounds(size.width, size.height);
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WEnemies.push_back(wiazkowiec);
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std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
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WiazkowiecSpawnClock.restart();
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@@ -17,11 +17,6 @@ void Wiazkowiec::setPlanszaHeight(float height) {
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planszaHeight = height;
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}
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void Wiazkowiec::setMapBounds(float width, float height) {
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mapWidth = width;
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mapHeight = height;
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}
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void Wiazkowiec::spawnBeam() {
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float beamX = position.x;
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float beamY = position.y;
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@@ -89,23 +84,22 @@ void Wiazkowiec::setRandomDirection() {
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}
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void Wiazkowiec::updateDirection() {
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auto spriteBounds = actorSprite.getGlobalBounds();
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// Kontrola dolnej i górnej krawędzi
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// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
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if (position.y <= 0) {
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direction = DirectionW::Down;
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} else if (position.y + spriteBounds.height >= mapHeight) {
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} else if (position.y >= 800) {
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direction = DirectionW::Up;
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}
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// Kontrola lewej i prawej krawędzi
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// logika dla kierunku lewo/prawo
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if (position.x <= 0) {
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direction = DirectionW::Right;
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} else if (position.x + spriteBounds.width >= mapWidth) {
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} else if (position.x >= 1200) {
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direction = DirectionW::Left;
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}
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}
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void Wiazkowiec::move(float deltaX, float deltaY) {
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actorSprite.move(deltaX, deltaY);
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position.x += static_cast<int>(deltaX);
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@@ -130,16 +124,16 @@ void Wiazkowiec::update() {
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switch (direction) {
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case DirectionW::Up:
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if (position.y > 0) moveUp();
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moveUp();
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break;
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case DirectionW::Down:
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if (position.y + actorSprite.getGlobalBounds().height < mapHeight) moveDown();
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moveDown();
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break;
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case DirectionW::Left:
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if (position.x > 0) moveLeft();
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moveLeft();
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break;
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case DirectionW::Right:
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if (position.x + actorSprite.getGlobalBounds().width < mapWidth) moveRight();
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moveRight();
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break;
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}
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