refactor
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@@ -3,8 +3,6 @@
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#include "Enemy.h"
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#include <cmath>
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enum class DirectionA {
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Up,
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Down,
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@@ -2,7 +2,6 @@
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#define LOTOSTATEK_BEAM_H
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#include <SFML/Graphics.hpp>
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#include "Position.h"
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class Beam {
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public:
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@@ -2,14 +2,11 @@
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#define LOTOSTATEK_BULLET_H
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#include "Projectile.h"
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#include "SFML/Graphics/Texture.hpp"
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class Bullet : public Projectile {
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public:
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Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
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void update() override;
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private:
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float directionY;
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};
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@@ -2,13 +2,12 @@
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#define LOTOSTATEK_HEART_HPP
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#include "SFML/Graphics/Texture.hpp"
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#include "SFML/Graphics/Sprite.hpp"
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#include "ObjectItem.hpp"
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class Heart : public ObjectItem {
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public:
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Heart(float x, float y, sf::Texture &texture);
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void update();
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void update() override;
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};
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#endif //LOTOSTATEK_HEART_HPP
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@@ -8,7 +8,7 @@
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class Meteor : public ObjectItem {
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public:
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Meteor(float x, float y, sf::Texture &texture);
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Meteor(float x, float y, sf::Texture &texture_);
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void update();
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};
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@@ -12,7 +12,7 @@ public:
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bool getStatus();
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virtual void update() = 0;
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protected:
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sf::Texture texture;
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sf::Texture texture_;
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sf::Sprite sprite;
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Position position;
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float rotationSpeed;
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@@ -33,8 +33,6 @@ public:
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bool isShooting() const;
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const Beam* getBeam() const;
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void setPlanszaHeight(float height, float width);
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void setMapBounds(float width, float height);
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private:
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float planszaHeight = 800.f;
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