Merge branch 'refactor'

This commit is contained in:
2025-01-06 11:51:33 +01:00
21 changed files with 185 additions and 195 deletions

View File

@@ -11,8 +11,7 @@
class Actor {
public:
Actor(int x, int y, const sf::Texture& texture);
virtual ~Actor() = default;
sf::Sprite& getSprite();
unsigned int getHP();

View File

@@ -3,8 +3,6 @@
#include "Enemy.h"
#include <cmath>
enum class DirectionA {
Up,
Down,

View File

@@ -2,27 +2,16 @@
#define LOTOSTATEK_BEAM_H
#include <SFML/Graphics.hpp>
#include "Position.h"
class Beam {
public:
Beam(float x, float y, float width, float height, const sf::Color& color);
void draw(sf::RenderWindow &window);
void update();
void render(sf::RenderWindow& window);
sf::FloatRect getBounds() const;
bool isVisible() const;
void setVisible(bool visible);
Beam() = default;
Beam(int x, int y, const sf::Texture &texture);
sf::Sprite getSprite();
void setRotation(float angle);
private:
sf::RectangleShape beamShape;
bool visible;
sf::Texture beamTexture;
sf::Sprite beamSprite;
};

View File

@@ -2,14 +2,11 @@
#define LOTOSTATEK_BULLET_H
#include "Projectile.h"
#include "SFML/Graphics/Texture.hpp"
class Bullet : public Projectile {
public:
Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
void update() override;
private:
float directionY;
};

View File

@@ -2,13 +2,12 @@
#define LOTOSTATEK_HEART_HPP
#include "SFML/Graphics/Texture.hpp"
#include "SFML/Graphics/Sprite.hpp"
#include "ObjectItem.hpp"
class Heart : public ObjectItem {
public:
Heart(float x, float y, sf::Texture &texture);
void update();
void update() override;
};
#endif //LOTOSTATEK_HEART_HPP

View File

@@ -8,7 +8,7 @@
class Meteor : public ObjectItem {
public:
Meteor(float x, float y, sf::Texture &texture);
Meteor(float x, float y, sf::Texture &texture_);
void update();
};

View File

@@ -12,7 +12,7 @@ public:
bool getStatus();
virtual void update() = 0;
protected:
sf::Texture texture;
sf::Texture texture_;
sf::Sprite sprite;
Position position;
float rotationSpeed;

View File

@@ -6,4 +6,14 @@ struct Position {
int y;
};
struct PositionU {
unsigned int x;
unsigned int y;
};
struct PositionF {
float x;
float y;
};
#endif //LOTOSTATEK_POSITION_H

View File

@@ -13,42 +13,47 @@ enum class DirectionW {
class Wiazkowiec : public Actor {
public:
Wiazkowiec(int x, int y, const sf::Texture& texture);
Wiazkowiec(int x, int y, const sf::Texture& texture, sf::RenderWindow *window);
void shoot() override;
void move(float deltaX, float deltaY) override;
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void takeDamage();
void setRandomDirection();
void checkIfBeamShootOutOfBounds();
void update();
void shoot() override;
void render(sf::RenderWindow &window);
bool isAlive() const;
void takeDamage();
void updateDirection();
bool isShooting() const;
const Beam& getBeam() const;
void setPlanszaHeight(float height, float width);
void setMapBounds(float width, float height);
void setPlanszaHeight(int height, int width);
Beam* getBeam() const;
private:
float planszaHeight = 800.f;
float planszaWidth = 600.f;
sf::Clock shootClock;
sf::Texture WiazkaTexture;
float movementSpeed = 2.0f;
bool alive = true;
DirectionW direction = DirectionW::Down;
Beam beam; // Wiązka
bool shooting = false;
sf::Texture beamTexture;
sf::Clock shootClock;
sf::Clock shootingClock;
float beamDuration = 1.0f;
DirectionW direction = DirectionW::Down;
Beam *beam; // wskaźnik na wiązkę
sf::RenderWindow *window_ptr;
void spawnBeam(); // Tworzy wiązkę
int planszaHeight = 800;
int planszaWidth = 600;
float beamDuration = 1.0f;
float movementSpeed = 2.0f;
bool shooting = false;
bool alive = true;
};
#endif //WIAZKOWIEC_H

View File

@@ -3,7 +3,6 @@
#include "../headers/Plansza.h"
AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
enemyBulletTexture = bulletTexture;
hp = 2; // 2 punkty życia
firerate = 2000; // Strzela co 2

View File

@@ -2,50 +2,21 @@
#include <iostream>
Beam::Beam(float x, float y, float width, float height, const sf::Color& color)
: visible(false) {
beamShape.setPosition(x, y);
beamShape.setSize({width, height});
beamShape.setFillColor(color);
if (!beamTexture.loadFromFile("../assets/img/wiazka/wiazka.png")) {
std::cerr << "Błąd! Nie można załadować tekstury wiazka.png" << std::endl;
}
beamSprite.setTexture(beamTexture);
if (beamTexture.getSize().x > 0 && beamTexture.getSize().y > 0) {
float scaleX = width / beamTexture.getSize().x;
float scaleY = height / beamTexture.getSize().y;
beamSprite.setScale(scaleX, scaleY);
Beam::Beam(int x, int y, const sf::Texture& texture) {
beamSprite.setOrigin(beamSprite.getLocalBounds().width/2, beamSprite.getLocalBounds().height/2);
if (texture.getSize().x > 0 && texture.getSize().y > 0) {
beamSprite.setPosition(x, y);
} else {
std::cerr << "Błąd: Tekstura wiązki nie została poprawnie załadowana." << std::endl;
}
beamSprite.setTexture(texture);
}
void Beam::draw(sf::RenderWindow& window) {
window.draw(beamSprite);
sf::Sprite Beam::getSprite() {
return beamSprite;
}
void Beam::update() {
}
void Beam::render(sf::RenderWindow& window) {
window.draw(beamSprite);
}
sf::FloatRect Beam::getBounds() const {
return beamShape.getGlobalBounds();
}
bool Beam::isVisible() const {
return visible;
}
void Beam::setVisible(bool visible) {
this->visible = visible;
void Beam::setRotation(float angle) {
beamSprite.setRotation(angle);
}

View File

@@ -4,7 +4,6 @@
#include <random>
Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
BombaTexture = bulletTexture;
hp = 2; // 2 punkty życia
firerate = 10000; // Strzela co 10

View File

@@ -1,8 +1,5 @@
#include "../headers/Bullet.h"
#include <iostream>
#include <ostream>
void Bullet::update() {
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
sprite.move(0.0f, speed);

View File

@@ -3,7 +3,6 @@
#include "../headers/Plansza.h"
Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
hp = 1; // Przeciwnik ma 1 punkt życia
firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość

View File

@@ -7,7 +7,6 @@
Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
hp = 3; // 3 punkty życia
moving_speed = 2.0f; // Prędkość
}

View File

@@ -2,7 +2,7 @@
Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
outOfBounds = false;
texture = texture;
texture_ = texture;
sprite.setTexture(texture);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
sprite.setPosition(x, y);

View File

@@ -1,11 +1,11 @@
#include "../headers/ObjectItem.hpp"
ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
Position position_;
position_.x = x;
position_.y = y;
Position position_ = {0,0};
position_.x = static_cast<int>(x);
position_.y = static_cast<int>(y);
position = position_;
this->texture = texture;
this->texture_ = texture;
}
bool ObjectItem::getStatus() {

View File

@@ -111,13 +111,13 @@ void Plansza::update() {
ship->update(); // migotanie statku
update_score(); // naliczanie punktów
// Sprawnowanie wszystkich rodzajów wrogów
spawn_meteor();
spawn_hearts();
spawn_enemy();
spawn_advanced_enemy();
// spawn_meteor();
// spawn_hearts();
// spawn_enemy();
// spawn_advanced_enemy();
spawn_wiazkowiec();
spawn_bomber();
spawn_kamikadze();
// spawn_bomber();
// spawn_kamikadze();
// utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: meteors) {
@@ -140,7 +140,7 @@ void Plansza::update() {
window->draw(rocket.getSprite());
}
// Sprawdzenie czy meteory i pociski są poza granicami ekranu
// Sprawdzenie, czy meteory i pociski są poza granicami ekranu
update_meteors();
update_hearts();
ship->updateBullets();
@@ -406,7 +406,7 @@ void Plansza::update() {
if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i pocisk gracza
it = bomberEnemy.getBullets().erase(it);
playerBulletIt = ship->getBullets().erase(playerBulletIt);
ship->getBullets().erase(playerBulletIt);
bulletDestroyed = true;
break;
} else {
@@ -420,7 +420,7 @@ void Plansza::update() {
if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i rakietę gracza
it = bomberEnemy.getBullets().erase(it);
rocketIt = ship->getRockets().erase(rocketIt);
ship->getRockets().erase(rocketIt);
bulletDestroyed = true;
break;
} else {
@@ -445,14 +445,13 @@ void Plansza::update() {
for (auto &wiazkowiec: WEnemies) {
wiazkowiec.update();
if (wiazkowiec.isShooting() && wiazkowiec.getBeam().isVisible()) {
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) {
if (wiazkowiec.isShooting()) {
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam()->getSprite().getGlobalBounds())) {
ship->takeDamage(); // Gracz otrzymuje obrażenia
}
}
window->draw(wiazkowiec.getSprite());
wiazkowiec.render(*window);
}
// TODO: naprawić to co średnio działa
@@ -474,7 +473,7 @@ void Plansza::update() {
bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt);
ship->getBullets().erase(bulletIt);
enemyIt->takeDamage();
hit = true;
break;
@@ -493,7 +492,7 @@ void Plansza::update() {
bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt);
ship->getBullets().erase(bulletIt);
advancedIt->takeDamage();
hit = true;
break;
@@ -512,7 +511,7 @@ void Plansza::update() {
bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt);
ship->getBullets().erase(bulletIt);
bomberIt->takeDamage();
hit = true;
break;
@@ -531,7 +530,7 @@ void Plansza::update() {
bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt);
ship->getBullets().erase(bulletIt);
kamikadzeIt->takeDamage();
hit = true;
break;
@@ -550,7 +549,7 @@ void Plansza::update() {
bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt);
ship->getBullets().erase(bulletIt);
wiazkowiecIt->takeDamage();
hit = true;
break;
@@ -572,7 +571,7 @@ void Plansza::update() {
bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt);
ship->getRockets().erase(rocketIt);
enemyIt->takeDamage();
hit = true;
break;
@@ -591,7 +590,7 @@ void Plansza::update() {
bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (advancedIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt);
ship->getRockets().erase(rocketIt);
advancedIt->takeDamage();
hit = true;
break;
@@ -610,7 +609,7 @@ void Plansza::update() {
bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt);
ship->getRockets().erase(rocketIt);
bomberIt->takeDamage();
hit = true;
break;
@@ -629,7 +628,7 @@ void Plansza::update() {
bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt);
ship->getRockets().erase(rocketIt);
kamikadzeIt->takeDamage();
hit = true;
break;
@@ -648,7 +647,7 @@ void Plansza::update() {
bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt);
ship->getRockets().erase(rocketIt);
wiazkowiecIt->takeDamage();
hit = true;
break;
@@ -687,6 +686,8 @@ void Plansza::update() {
heartStats[1].setTexture(heartTexture);
heartStats[2].setTexture(heartTexture);
break;
default:
break;
}
@@ -698,7 +699,7 @@ void Plansza::update() {
void Plansza::update_meteors() {
// usuwanie meteorów które wyleciały poza ekran
// usuwanie meteorów, które wyleciały poza ekran
for (auto &meteor: meteors) {
if (meteor.getStatus()) {
meteors.erase(meteors.begin());
@@ -775,19 +776,21 @@ void Plansza::spawn_kamikadze() {
}
void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture);
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
WEnemies.push_back(wiazkowiec);
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
WiazkowiecSpawnClock.restart();
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
if (WEnemies.size() < 1) {
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
WEnemies.push_back(wiazkowiec);
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
WiazkowiecSpawnClock.restart();
}
}
}
void Plansza::update_hearts() {
// usuwanie serduszek które wyleciały poza ekran
// usuwanie serduszek, które wyleciały poza ekran
for (auto& heart : hearts) {
if(heart.getStatus()) {
hearts.erase(hearts.begin());

View File

@@ -1,10 +1,7 @@
#include <utility>
#include "../headers/Player.h"
#include <iostream>
#include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Text.hpp>
#include "../headers/Plansza.h"
@@ -24,8 +21,14 @@ Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
}
void Player::loadTexture() {
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
try {
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
} catch (std::exception &e) {
std::cerr << "Failed to load textures: " << e.what() << std::endl;
exit(-500);
}
damageDealClock.restart();
originalColor = actorSprite.getColor();
}

View File

@@ -2,7 +2,7 @@
void Rocket::update() {
sprite.move(0.0f, speed);
position.y += int(speed);
position.y += static_cast<int>(speed);
if(position.y < -100) {
outOfBounds = true;
}

View File

@@ -1,56 +1,60 @@
#include "../headers/Wiazkowiec.h"
#include "../headers/Plansza.h"
#include "../headers/RandomNumberGenerator.h"
#include <iostream>
#include <random>
#include "../headers/Plansza.h"
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(0, 0, 50.f, 50.f, sf::Color::Red) {
actorSprite.setTexture(texture);
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture, sf::RenderWindow *window) : Actor(x, y, texture),
beam(nullptr)
{
window_ptr = window;
try {
beamTexture.loadFromFile("../assets/img/wiazka/laser.png");
} catch (std::exception &e) {
std::cerr << "Failed to load textures: " << e.what() << std::endl;
exit(-500);
}
hp = 2; // 2 punkty życia
firerate = 5000; // Strzela co 10
moving_speed = 5.0f; // Prędkość
}
void Wiazkowiec::setPlanszaHeight(float height, float width) {
void Wiazkowiec::setPlanszaHeight(int height, int width) {
planszaHeight = height;
planszaWidth = width;
}
void Wiazkowiec::spawnBeam() {
float beamX = position.x;
float beamY = position.y;
float beamWidth = 50.f;
float beamHeight = 0.f;
int beamX = actorSprite.getPosition().x;
int beamY = actorSprite.getPosition().y;
switch (direction) {
case DirectionW::Up:
beamHeight = position.y;
beamY -= beamHeight;
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
break;
case DirectionW::Down:
beamHeight = planszaHeight - position.y;
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
break;
case DirectionW::Left:
beamHeight = 50.f;
beamWidth = position.x;
beamX -= beamWidth;
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
break;
case DirectionW::Right:
beamHeight = 50.f;
beamWidth = 800 - position.x;
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
break;
case DirectionW::Up: {
beam = new Beam(beamX, beamY, beamTexture);
beam->setRotation(180);
break;
}
case DirectionW::Down: {
beam = new Beam(beamX, beamY, beamTexture);
break;
}
case DirectionW::Left: {
beam = new Beam(beamX, beamY, beamTexture);
beam->setRotation(90);
break;
}
case DirectionW::Right: {
beam = new Beam(beamX, beamY, beamTexture);
beam->setRotation(270);
break;
}
default:
break;
}
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam.setVisible(true);
shooting = true;
shootingClock.restart();
}
@@ -59,31 +63,53 @@ void Wiazkowiec::spawnBeam() {
void Wiazkowiec::shoot() {
if (!shooting) {
spawnBeam();
std::cout << "Wiazkowiec shot a beam!" << std::endl;
}
switch (direction) {
case DirectionW::Up: {
std::cout << "Direction is up" << std::endl;
break;
}
case DirectionW::Down: {
std::cout << "Direction is down" << std::endl;
break;
}
case DirectionW::Left: {
std::cout << "Direction is left" << std::endl;
break;
}
case DirectionW::Right: {
std::cout << "Direction is right" << std::endl;
break;
}
default:
break;
}
}
void Wiazkowiec::setRandomDirection() {
// Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right
int directionIndex = std::rand() % 4;
switch (directionIndex) {
int whatNumber = rand() % 4;
switch (whatNumber) {
case 0:
direction = DirectionW::Up;
break;
break;
case 1:
direction = DirectionW::Down;
break;
break;
case 2:
direction = DirectionW::Left;
break;
break;
case 3:
direction = DirectionW::Right;
break;
break;
default:
break;
}
}
void Wiazkowiec::updateDirection() {
void Wiazkowiec::checkIfBeamShootOutOfBounds() {
auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
// Kontrola górnej i dolnej krawędzi
@@ -106,17 +132,17 @@ void Wiazkowiec::move(float deltaX, float deltaY) {
auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
// Zapobiegaj wyjściu poza poziome granice
if (position.x + deltaX < 0) {
deltaX = -position.x;
} else if (position.x + spriteBounds.width + deltaX > planszaWidth) {
deltaX = planszaWidth - (position.x + spriteBounds.width);
if (static_cast<float>(position.x) + deltaX < 0) {
deltaX = static_cast<float>(-position.x);
} else if (static_cast<float>(position.x) + spriteBounds.width + deltaX > static_cast<float>(planszaWidth)) {
deltaX = static_cast<float>(planszaWidth) - (static_cast<float>(position.x) + spriteBounds.width);
}
// Zapobiegaj wyjściu poza pionowe granice
if (position.y + deltaY < 0) {
deltaY = -position.y;
} else if (position.y + spriteBounds.height + deltaY > planszaHeight) {
deltaY = planszaHeight - (position.y + spriteBounds.height);
if (static_cast<float>(position.y) + deltaY < 0) {
deltaY = static_cast<float>(-position.y);
} else if (static_cast<float>(position.y) + spriteBounds.height + deltaY > static_cast<float>(planszaHeight)) {
deltaY = static_cast<float>(planszaHeight) - (static_cast<float>(position.y) + spriteBounds.height);
}
actorSprite.move(deltaX, deltaY);
@@ -133,42 +159,39 @@ void Wiazkowiec::update() {
if (shooting) {
// Kontrola zakończenia strzału
if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
beam.setVisible(false);
shooting = false;
delete beam;
beam = nullptr;
setRandomDirection(); // Zmień kierunek po strzale
} else {
window_ptr->draw(beam->getSprite());
}
} else {
updateDirection();
checkIfBeamShootOutOfBounds();
switch (direction) {
case DirectionW::Up:
moveUp();
break;
break;
case DirectionW::Down:
moveDown();
break;
break;
case DirectionW::Left:
moveLeft();
break;
break;
case DirectionW::Right:
moveRight();
break;
break;
}
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) {
// Co 3 sekundy
shoot();
shootClock.restart();
}
}
}
// Ustawianie widoczności wiązki podczas renderowania
void Wiazkowiec::render(sf::RenderWindow& window) {
if (beam.isVisible()) {
beam.render(window);
}
}
bool Wiazkowiec::isAlive() const {
return alive;
}
@@ -184,6 +207,6 @@ bool Wiazkowiec::isShooting() const {
return shooting;
}
const Beam& Wiazkowiec::getBeam() const {
Beam* Wiazkowiec::getBeam() const {
return beam;
}
}