Naprawiono laser, przerobiono na wskaźniki. Do refactoringu i poprawy sprite'a

This commit is contained in:
2024-12-19 15:14:14 +01:00
parent 15a8d82176
commit 36984b859f
5 changed files with 25 additions and 25 deletions

View File

@@ -5,7 +5,7 @@
#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) {
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(new Beam(0, 0, 50.f, 50.f)) {
actorSprite.setTexture(texture);
hp = 2; // 2 punkty życia
firerate = 5000; // Strzela co 10
@@ -27,29 +27,29 @@ void Wiazkowiec::spawnBeam() {
case DirectionW::Up:
beamHeight = position.y;
beamY -= beamHeight;
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam = new Beam(beamX, beamY, beamWidth, beamHeight);
break;
case DirectionW::Down:
beamHeight = planszaHeight - position.y;
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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);
beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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);
beam = new Beam(beamX, beamY, beamWidth, beamHeight);
break;
}
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam.setVisible(true);
// beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam->setVisible(true);
shooting = true;
shootingClock.restart();
@@ -133,7 +133,7 @@ void Wiazkowiec::update() {
if (shooting) {
// Kontrola zakończenia strzału
if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
beam.setVisible(false);
beam->setVisible(false);
shooting = false;
setRandomDirection(); // Zmień kierunek po strzale
}
@@ -164,8 +164,8 @@ void Wiazkowiec::update() {
// Ustawianie widoczności wiązki podczas renderowania
void Wiazkowiec::render(sf::RenderWindow& window) {
if (beam.isVisible()) {
beam.render(window);
if (beam->isVisible()) {
beam->render(window);
}
}
@@ -184,6 +184,6 @@ bool Wiazkowiec::isShooting() const {
return shooting;
}
const Beam& Wiazkowiec::getBeam() const {
const Beam* Wiazkowiec::getBeam() const {
return beam;
}