Zaimplementowano debuff.
Do dokończenia resetowanie debuff
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@@ -1,11 +1,11 @@
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#include "../headers/Player.h"
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#include <iostream>
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#include <SFML/Graphics/Font.hpp>
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#include <SFML/Graphics/Text.hpp>
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#include "../headers/Player.h"
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#include "../headers/Plansza.h"
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Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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hp = 3;
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if(Plansza::selectedShip != none) {
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@@ -37,13 +37,13 @@ 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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if (tripleShot == true) {
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bullets.emplace_back(position.x - 40, position.y, bulletTexture);
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bullets.emplace_back(position.x, position.y, bulletTexture);
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bullets.emplace_back(position.x + 40, position.y, bulletTexture);
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bullets.emplace_back(position.x - 40, position.y, bulletTexture, bulletSpeed);
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bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
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bullets.emplace_back(position.x + 40, position.y, bulletTexture, bulletSpeed);
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lastShotTime = now;
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}
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if (tripleShot == false) {
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bullets.emplace_back(position.x, position.y, bulletTexture);
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bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
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lastShotTime = now;
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}
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}
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@@ -123,4 +123,9 @@ std::vector<Rocket> &Player::getRockets() {
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return rockets;
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}
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void Player::setBulletSpeed(float speed) {
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this->bulletSpeed = speed;
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}
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Player* Player::player_ = nullptr;
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