New Projectiles class
Refactor of Bullet class Different method of shooting.
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@@ -30,7 +30,7 @@ std::vector<Bullet> &Actor::getBullets() {
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void Actor::updateBullets() {
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for (auto& bullet : bullets) {
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if(bullet.getStatus()) {
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if(bullet.isOutOfBounds()) {
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bullets.erase(bullets.begin());
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}
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}
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@@ -1,35 +1,9 @@
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#include <iostream>
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#include "../headers/Bullet.h"
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Bullet::Bullet(float x, float y) {
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bulletPosition.x = x;
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bulletPosition.y = y;
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outOfBounds = false;
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bulletSprite.setTexture(Bullet::bulletTexture);
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bulletSprite.setOrigin(bulletSprite.getLocalBounds().width/2, bulletSprite.getLocalBounds().height/2);
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bulletSprite.setPosition(x, y);
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bulletSpeed = -10.0f;
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}
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void Bullet::setSpeed(float speed) {
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bulletSpeed = speed;
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}
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sf::Sprite &Bullet::getSprite() {
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return bulletSprite;
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}
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void Bullet::update() {
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bulletSprite.move(0.0f, bulletSpeed);
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bulletPosition.y += int(bulletSpeed);
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if(bulletPosition.y < -100) {
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sprite.move(0.0f, speed);
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position.y += int(speed);
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if(position.y < -100) {
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outOfBounds = true;
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}
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}
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bool Bullet::getStatus() const {
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return outOfBounds;
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}
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sf::Texture Bullet::bulletTexture = sf::Texture(); // plain init of static field
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sf::Texture Bullet::rocketTexture = sf::Texture();
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}
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@@ -3,22 +3,22 @@
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// TODO: Podzielić na klasy Bullet i Rocket.
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Player::Player(int x, int y, std::string path) : Actor(x, y, path) {
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Bullet::bulletTexture.loadFromFile("../assets/img/bullet_left.png");
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bulletTexture.loadFromFile("../assets/img/bullet_left.png");
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rocketTexture.loadFromFile("../assets/img/Rocket_111.png");
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};
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void Player::shoot() {
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auto now = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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bullets.emplace_back(position.x, position.y);
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bullets.emplace_back(position.x, position.y, bulletTexture);
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lastShotTime = now;
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}
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}
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// TODO: Czy strzał prawym musi mieć osobną tablicę z pociskami?
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void Player::alternate_shoot() {
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auto now = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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rightBullets.emplace_back(position.x, position.y).getSprite().scale(1.5f, 1.5f);
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rockets.emplace_back(position.x, position.y, rocketTexture).getSprite().scale(1.5f, 1.5f);
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lastShotTime = now;
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}
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}
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@@ -49,4 +49,8 @@ void Player::moveUp() {
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void Player::moveDown() {
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move(0.0f, moving_speed);
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position.y += static_cast<int>(moving_speed);
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}
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}
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std::vector<Rocket> &Player::getRockets() {
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return rockets;
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}
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23
sources/Projectile.cpp
Normal file
23
sources/Projectile.cpp
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@@ -0,0 +1,23 @@
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#include "../headers/Projectile.h"
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Projectile::Projectile(float x, float y, sf::Texture &texture) {
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position.x = x;
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position.y = y;
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outOfBounds = false;
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sprite.setTexture(texture);
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sprite.setOrigin(sprite.getLocalBounds().width/2, sprite.getLocalBounds().height/2);
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sprite.setPosition(x, y);
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speed = -10.0f;
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}
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sf::Sprite &Projectile::getSprite() {
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return sprite;
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}
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void Projectile::setSpeed(float speed) {
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this->speed = speed;
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}
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bool Projectile::isOutOfBounds() const {
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return outOfBounds;
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}
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9
sources/Rocket.cpp
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9
sources/Rocket.cpp
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@@ -0,0 +1,9 @@
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#include "../headers/Rocket.h"
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void Rocket::update() {
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sprite.move(0.0f, speed);
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position.y += int(speed);
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if(position.y < -100) {
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outOfBounds = true;
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}
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}
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