Złączono i wszystko działa, ale trzeba zrobić mocny refactor Planszy bo za dużo niewiadomo skąd biorących się pętli
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@@ -26,16 +26,11 @@ public:
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virtual void moveDown() = 0;
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virtual void shoot() = 0;
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std::vector<Bullet>& getBullets();
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sf::Sprite& getSprite();
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Position getPosition();
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void updateBullets();
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void setMovingSpeed(float speed);
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void dealDamage();
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void healUP();
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void updateBullets();
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protected:
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Position position;
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sf::Sprite actorSprite;
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@@ -44,7 +39,6 @@ protected:
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sf::Texture rocketTexture;
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std::vector<Bullet> bullets;
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sf::Clock damageDealClock;
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Position position;
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int hp;
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unsigned int damage;
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unsigned int firerate;
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@@ -39,30 +39,14 @@ public:
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delete ship; // usuwanie wskaźnika ship
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}
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private:
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sf::RenderWindow *window;
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Background background;
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AudioManager audioManager;
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Player *ship;
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Size size;
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sf::RenderWindow *window;
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sf::Font font;
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Size size;
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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sf::Texture heartTexture;
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sf::Texture heartTextureGray;
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sf::Clock meteorSpawnClock;
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sf::Clock heartSpawnClock;
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sf::Texture enemyBulletTexture;
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sf::Texture WiazkaTexture;
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sf::Texture BombaTexture;
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sf::Texture playerTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerRocketTexture;
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sf::Texture enemyTexture;
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sf::Texture advancedEnemyTexture;
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sf::Texture BomberEnemyTexture;
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sf::Texture KamikadzeTexture;
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sf::Texture WiazkowiecTexture;
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sf::Clock spawnClock;
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sf::Clock scoreClock;
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sf::Clock shooterSpawnClock;
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@@ -71,6 +55,21 @@ private:
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sf::Clock BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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sf::Texture playerTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerRocketTexture;
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sf::Texture enemyTexture;
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sf::Texture enemyBulletTexture;
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sf::Texture advancedEnemyTexture;
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sf::Texture BomberEnemyTexture;
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sf::Texture BombaTexture;
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sf::Texture KamikadzeTexture;
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sf::Texture WiazkowiecTexture;
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sf::Texture WiazkaTexture;
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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sf::Texture heartTexture;
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sf::Texture heartTextureGray;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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@@ -81,7 +80,6 @@ private:
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std::vector<sf::Sprite> heartStats;
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bool gameOver = false;
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unsigned int score = 0;
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bool isPlayerSpawned = false;
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};
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#endif //PLANSZA_H
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@@ -29,9 +29,7 @@ public:
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void moveUp() override;
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void moveDown() override;
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void takeDamage();
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bool isAlive() const;
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void update();
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void onHit();
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void update();
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std::vector<Rocket>& getRockets();
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@@ -42,11 +40,8 @@ private:
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std::vector<Rocket> rockets;
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sf::Texture rocketTexture;
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sf::Texture bulletTexture;
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bool isBlinking = false;
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sf::Color originalColor;
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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int health = 3; // Liczba punktów życia gracza
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float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
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bool isImmortal = false; // flaga na immortal
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};
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@@ -59,7 +59,7 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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spawnClock.restart();
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}
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// TODO: Refactor tej metody bo rozrosła się za bardzo już
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void Plansza::update() {
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// tło
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background.update();
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@@ -136,18 +136,18 @@ void Plansza::update() {
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update_hearts();
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ship->updateBullets();
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ship.update();
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ship->update();
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window->draw(ship->getSprite());
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for (auto &meteor: meteors) {
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if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
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ship.onHit();
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ship->takeDamage();
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}
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}
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for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
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if (ship.getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
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ship.healUP();
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if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
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ship->healUP();
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heartIt = hearts.erase(heartIt);
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} else {
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++heartIt;
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@@ -156,9 +156,9 @@ void Plansza::update() {
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
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bool meteorHit = false;
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for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end();) {
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for (auto rocketIt = ship->getBullets().begin(); rocketIt != ship->getBullets().end();) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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ship.getBullets().erase(rocketIt);
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ship->getBullets().erase(rocketIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = true;
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break;
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@@ -173,9 +173,9 @@ void Plansza::update() {
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
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bool meteorHit = false;
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for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
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for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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ship.getRockets().erase(rocketIt);
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ship->getRockets().erase(rocketIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = true;
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break;
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@@ -189,13 +189,7 @@ void Plansza::update() {
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}
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// Warunek przeganej
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if (gameOver) {
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ship->takeDamage();
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}
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}
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if (!ship->isAlive()) {
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::Font font;
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if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
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@@ -662,7 +656,7 @@ void Plansza::update() {
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// Statystyka życia gracza (wyświetlanie)
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switch (ship.getHP()) {
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switch (ship->getHP()) {
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case 0:
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heartStats[0].setTexture(heartTextureGray);
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heartStats[1].setTexture(heartTextureGray);
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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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