refactor
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@@ -5,7 +5,8 @@
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#include "../headers/Plansza.h"
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Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(new Beam(0, 0, 50.f, 50.f)) {
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Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture) : Actor(x, y, texture),
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beam(new Beam(0, 0, 50.f, 50.f)) {
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actorSprite.setTexture(texture);
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hp = 2; // 2 punkty życia
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firerate = 5000; // Strzela co 10
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@@ -26,29 +27,29 @@ void Wiazkowiec::spawnBeam() {
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switch (direction) {
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case DirectionW::Up:
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beamHeight = position.y;
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beamY -= beamHeight;
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beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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break;
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beamY -= beamHeight;
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beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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break;
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case DirectionW::Down:
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beamHeight = planszaHeight - position.y;
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beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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break;
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break;
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case DirectionW::Left:
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beamHeight = 50.f;
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beamWidth = position.x;
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beamX -= beamWidth;
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beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
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beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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break;
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beamWidth = position.x;
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beamX -= beamWidth;
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beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
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beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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break;
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case DirectionW::Right:
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beamHeight = 50.f;
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beamWidth = 800 - position.x;
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beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
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beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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break;
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beamWidth = 800 - position.x;
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beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
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beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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break;
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}
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// beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
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// beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
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beam->setVisible(true);
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shooting = true;
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@@ -65,21 +66,22 @@ void Wiazkowiec::shoot() {
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void Wiazkowiec::setRandomDirection() {
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// Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right
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int directionIndex = std::rand() % 4;
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switch (directionIndex) {
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switch (std::rand() % 4) {
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case 0:
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direction = DirectionW::Up;
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break;
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break;
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case 1:
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direction = DirectionW::Down;
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break;
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break;
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case 2:
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direction = DirectionW::Left;
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break;
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break;
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case 3:
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direction = DirectionW::Right;
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break;
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break;
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default:
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break;
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}
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}
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@@ -143,19 +145,20 @@ void Wiazkowiec::update() {
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switch (direction) {
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case DirectionW::Up:
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moveUp();
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break;
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break;
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case DirectionW::Down:
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moveDown();
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break;
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break;
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case DirectionW::Left:
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moveLeft();
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break;
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break;
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case DirectionW::Right:
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moveRight();
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break;
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break;
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}
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if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy
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if (shootClock.getElapsedTime().asSeconds() >= 3.0f) {
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// Co 3 sekundy
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shoot();
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shootClock.restart();
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}
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@@ -163,7 +166,7 @@ void Wiazkowiec::update() {
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}
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// Ustawianie widoczności wiązki podczas renderowania
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void Wiazkowiec::render(sf::RenderWindow& window) {
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void Wiazkowiec::render(sf::RenderWindow &window) {
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if (beam->isVisible()) {
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beam->render(window);
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}
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@@ -184,6 +187,6 @@ bool Wiazkowiec::isShooting() const {
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return shooting;
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}
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const Beam* Wiazkowiec::getBeam() const {
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const Beam *Wiazkowiec::getBeam() const {
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return beam;
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}
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}
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