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Użyto singleton pattern. Zmieniono konstruktor klasy Plansza
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15
main.cpp
15
main.cpp
@@ -3,16 +3,8 @@
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#include "headers/Plansza.h"
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int main()
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{
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int main() {
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std::clog << "Game started\n";
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sf::Texture playerTexture, playerBulletTexture, playerRocketTexture;
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if (!playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png") ||
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!playerBulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png") ||
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!playerRocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png")) {
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std::cerr << "Failed to load player textures!" << std::endl;
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return -1;
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}
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sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek");
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mainWindow.setVerticalSyncEnabled(true);
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mainWindow.setFramerateLimit(60);
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@@ -22,8 +14,7 @@ int main()
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mainWindow.setIcon(128, 128, icon.getPixelsPtr());
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Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow,playerTexture, playerBulletTexture, playerRocketTexture);
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Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow);
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while (mainWindow.isOpen()) {
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mainWindow.clear();
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@@ -31,7 +22,7 @@ int main()
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// Tu są handlowane eventy
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sf::Event event{};
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while (mainWindow.pollEvent(event)) {
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if(event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
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if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
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mainWindow.close();
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}
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