Złączono i wszystko działa, ale trzeba zrobić mocny refactor Planszy bo za dużo niewiadomo skąd biorących się pętli
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@@ -8,7 +8,7 @@
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#include <SFML/Graphics/Text.hpp>
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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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}
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Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
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@@ -21,7 +21,6 @@ Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
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void Player::loadTexture() {
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bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
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rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
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hp = 3;
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damageDealClock.restart();
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originalColor = actorSprite.getColor();
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}
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@@ -64,43 +63,10 @@ void Player::update() {
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void Player::takeDamage() {
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if (!isImmortal) {
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if (health > 0) {
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health--;
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std::cout << "Player hit! Remaining health: " << health << "\n";
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if (hp > 0) {
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hp--;
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isImmortal = true; // Aktywuj chwilową nieśmiertelność
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immortalityClock.restart();
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if (health <= 0) {
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std::cout << "Player has been destroyed!\n";
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std::cout << "You lost the game!\n";
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}
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}
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}
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}
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bool Player::isAlive() const {
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return health > 0;
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}
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void Player::onHit() {
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dealDamage();
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isBlinking = true;
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}
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void Player::update() {
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if (isBlinking) {
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auto elapsed = damageDealClock.getElapsedTime().asMilliseconds();
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if (elapsed < 1000) { // miganie przez 1 sekundę
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if ((elapsed / 100) % 2 == 0) {
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actorSprite.setColor(sf::Color(255, 255, 255, 128)); // półprzeźroczysty
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} else {
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actorSprite.setColor(originalColor); // oryginalny kolor
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}
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} else {
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isBlinking = false;
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actorSprite.setColor(originalColor); // przywróć oryginalny kolor
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}
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}
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}
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