Laser naprawiono
This commit is contained in:
@@ -9,6 +9,8 @@ public:
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Beam(int x, int y, const sf::Texture &texture);
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Beam(int x, int y, const sf::Texture &texture);
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sf::Sprite getSprite();
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sf::Sprite getSprite();
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void setRotation(float angle);
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private:
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private:
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sf::Sprite beamSprite;
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sf::Sprite beamSprite;
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};
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};
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@@ -3,7 +3,6 @@
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#include "../headers/Plansza.h"
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#include "../headers/Plansza.h"
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AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
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AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
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actorSprite.setTexture(texture);
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enemyBulletTexture = bulletTexture;
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enemyBulletTexture = bulletTexture;
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hp = 2; // 2 punkty życia
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hp = 2; // 2 punkty życia
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firerate = 2000; // Strzela co 2
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firerate = 2000; // Strzela co 2
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@@ -3,6 +3,7 @@
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#include <iostream>
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#include <iostream>
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Beam::Beam(int x, int y, const sf::Texture& texture) {
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Beam::Beam(int x, int y, const sf::Texture& texture) {
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beamSprite.setOrigin(beamSprite.getLocalBounds().width/2, beamSprite.getLocalBounds().height/2);
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if (texture.getSize().x > 0 && texture.getSize().y > 0) {
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if (texture.getSize().x > 0 && texture.getSize().y > 0) {
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beamSprite.setPosition(x, y);
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beamSprite.setPosition(x, y);
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} else {
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} else {
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@@ -15,3 +16,7 @@ sf::Sprite Beam::getSprite() {
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return beamSprite;
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return beamSprite;
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}
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}
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void Beam::setRotation(float angle) {
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beamSprite.setRotation(angle);
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}
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@@ -4,7 +4,6 @@
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#include <random>
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#include <random>
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Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
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Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
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actorSprite.setTexture(texture);
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BombaTexture = bulletTexture;
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BombaTexture = bulletTexture;
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hp = 2; // 2 punkty życia
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hp = 2; // 2 punkty życia
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firerate = 10000; // Strzela co 10
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firerate = 10000; // Strzela co 10
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@@ -3,7 +3,6 @@
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#include "../headers/Plansza.h"
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#include "../headers/Plansza.h"
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Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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actorSprite.setTexture(texture);
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hp = 1; // Przeciwnik ma 1 punkt życia
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hp = 1; // Przeciwnik ma 1 punkt życia
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firerate = 2000; // Strzela co 2
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firerate = 2000; // Strzela co 2
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moving_speed = 2.0f; // Prędkość
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moving_speed = 2.0f; // Prędkość
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@@ -7,7 +7,6 @@
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Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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actorSprite.setTexture(texture);
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hp = 3; // 3 punkty życia
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hp = 3; // 3 punkty życia
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moving_speed = 2.0f; // Prędkość
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moving_speed = 2.0f; // Prędkość
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}
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}
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@@ -111,13 +111,13 @@ void Plansza::update() {
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ship->update(); // migotanie statku
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ship->update(); // migotanie statku
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update_score(); // naliczanie punktów
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update_score(); // naliczanie punktów
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// Sprawnowanie wszystkich rodzajów wrogów
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// Sprawnowanie wszystkich rodzajów wrogów
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// spawn_meteor();
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// spawn_meteor();
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// spawn_hearts();
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// spawn_hearts();
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// spawn_enemy();
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// spawn_enemy();
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// spawn_advanced_enemy();
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// spawn_advanced_enemy();
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spawn_wiazkowiec();
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spawn_wiazkowiec();
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// spawn_bomber();
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// spawn_bomber();
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// spawn_kamikadze();
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// spawn_kamikadze();
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// utrzymanie meteorów i pocisków w ruchu
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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: meteors) {
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for (auto &meteor: meteors) {
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@@ -9,7 +9,6 @@ Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture, sf::RenderWindo
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beam(nullptr)
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beam(nullptr)
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{
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{
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window_ptr = window;
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window_ptr = window;
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actorSprite.setTexture(texture);
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try {
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try {
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beamTexture.loadFromFile("../assets/img/wiazka/laser.png");
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beamTexture.loadFromFile("../assets/img/wiazka/laser.png");
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@@ -34,19 +33,22 @@ void Wiazkowiec::spawnBeam() {
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switch (direction) {
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switch (direction) {
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case DirectionW::Up: {
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case DirectionW::Up: {
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beam = new Beam(beamX, beamY - beamTexture.getSize().y, beamTexture);
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beam = new Beam(beamX, beamY, beamTexture);
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beam->setRotation(180);
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break;
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break;
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}
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}
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case DirectionW::Down: {
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case DirectionW::Down: {
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beam = new Beam(beamX, beamY + actorSprite.getGlobalBounds().height, beamTexture);
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beam = new Beam(beamX, beamY, beamTexture);
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break;
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break;
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}
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}
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case DirectionW::Left: {
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case DirectionW::Left: {
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beam = new Beam(beamX - beamTexture.getSize().x, beamY, beamTexture);
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beam = new Beam(beamX, beamY, beamTexture);
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beam->setRotation(90);
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break;
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break;
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}
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}
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case DirectionW::Right: {
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case DirectionW::Right: {
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beam = new Beam(beamX + actorSprite.getGlobalBounds().width, beamY, beamTexture);
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beam = new Beam(beamX, beamY, beamTexture);
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beam->setRotation(270);
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break;
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break;
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}
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}
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default:
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default:
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@@ -61,27 +63,26 @@ void Wiazkowiec::spawnBeam() {
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void Wiazkowiec::shoot() {
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void Wiazkowiec::shoot() {
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if (!shooting) {
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if (!shooting) {
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spawnBeam();
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spawnBeam();
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std::cout << "Wiazkowiec shot a beam!" << std::endl;
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}
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switch (direction) {
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switch (direction) {
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case DirectionW::Up: {
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case DirectionW::Up: {
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std::cout << "Direction is up" << std::endl;
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std::cout << "Direction is up" << std::endl;
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break;
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break;
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}
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case DirectionW::Down: {
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std::cout << "Direction is down" << std::endl;
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break;
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}
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case DirectionW::Left: {
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std::cout << "Direction is left" << std::endl;
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break;
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}
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case DirectionW::Right: {
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std::cout << "Direction is right" << std::endl;
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break;
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}
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default:
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break;
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}
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}
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case DirectionW::Down: {
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std::cout << "Direction is down" << std::endl;
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break;
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}
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case DirectionW::Left: {
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std::cout << "Direction is left" << std::endl;
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break;
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}
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case DirectionW::Right: {
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std::cout << "Direction is right" << std::endl;
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break;
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}
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default:
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break;
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}
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}
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}
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}
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