Do poprawy centrowanie lasera i strzelanie w lewo i w prawo
This commit is contained in:
@@ -11,8 +11,7 @@
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class Actor {
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public:
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Actor(int x, int y, const sf::Texture& texture);
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virtual ~Actor() = default;
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sf::Sprite& getSprite();
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unsigned int getHP();
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@@ -5,23 +5,11 @@
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class Beam {
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public:
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Beam(float x, float y, float width, float height);
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void draw(sf::RenderWindow &window);
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void update();
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void render(sf::RenderWindow& window);
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sf::FloatRect getBounds() const;
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bool isVisible() const;
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void setVisible(bool visible);
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Beam() = default;
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Beam(int x, int y, const sf::Texture &texture);
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sf::Sprite getSprite();
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private:
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sf::RectangleShape beamShape;
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bool visible;
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sf::Texture beamTexture;
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sf::Sprite beamSprite;
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};
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@@ -6,4 +6,14 @@ struct Position {
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int y;
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};
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struct PositionU {
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unsigned int x;
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unsigned int y;
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};
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struct PositionF {
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float x;
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float y;
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};
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#endif //LOTOSTATEK_POSITION_H
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@@ -13,40 +13,47 @@ enum class DirectionW {
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class Wiazkowiec : public Actor {
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public:
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Wiazkowiec(int x, int y, const sf::Texture& texture);
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Wiazkowiec(int x, int y, const sf::Texture& texture, sf::RenderWindow *window);
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void shoot() override;
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void move(float deltaX, float deltaY) override;
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void moveLeft() override;
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void moveRight() override;
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void moveUp() override;
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void moveDown() override;
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void takeDamage();
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void setRandomDirection();
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void checkIfBeamShootOutOfBounds();
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void update();
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void shoot() override;
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void render(sf::RenderWindow &window);
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bool isAlive() const;
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void takeDamage();
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void checkIfBeamShootOutOfBounds();
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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 setPlanszaHeight(int height, int width);
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Beam* getBeam() const;
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private:
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float planszaHeight = 800.f;
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float planszaWidth = 600.f;
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sf::Clock shootClock;
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sf::Texture WiazkaTexture;
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float movementSpeed = 2.0f;
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bool alive = true;
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DirectionW direction = DirectionW::Down;
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Beam *beam; // Wiązka
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bool shooting = false;
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sf::Texture beamTexture;
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sf::Clock shootClock;
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sf::Clock shootingClock;
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float beamDuration = 1.0f;
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DirectionW direction = DirectionW::Down;
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Beam *beam; // wskaźnik na wiązkę
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sf::RenderWindow *window_ptr;
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void spawnBeam(); // Tworzy wiązkę
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int planszaHeight = 800;
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int planszaWidth = 600;
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float beamDuration = 1.0f;
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float movementSpeed = 2.0f;
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bool shooting = false;
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bool alive = true;
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};
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#endif //WIAZKOWIEC_H
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@@ -2,50 +2,16 @@
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#include <iostream>
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Beam::Beam(float x, float y, float width, float height)
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: visible(false) {
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beamShape.setPosition(x, y);
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beamShape.setSize({width, height});
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// beamShape.setFillColor(color);
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if (!beamTexture.loadFromFile("../assets/img/wiazka/wiazka.png")) {
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std::cerr << "Błąd! Nie można załadować tekstury wiazka.png" << std::endl;
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}
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beamSprite.setTexture(beamTexture);
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if (beamTexture.getSize().x > 0 && beamTexture.getSize().y > 0) {
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float scaleX = width / beamTexture.getSize().x;
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float scaleY = height / beamTexture.getSize().y;
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beamSprite.setScale(scaleX, scaleY);
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Beam::Beam(int x, int y, const sf::Texture& texture) {
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if (texture.getSize().x > 0 && texture.getSize().y > 0) {
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beamSprite.setPosition(x, y);
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} else {
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std::cerr << "Błąd: Tekstura wiązki nie została poprawnie załadowana." << std::endl;
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}
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beamSprite.setTexture(texture);
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}
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void Beam::draw(sf::RenderWindow& window) {
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window.draw(beamSprite);
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}
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void Beam::update() {
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}
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void Beam::render(sf::RenderWindow& window) {
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window.draw(beamSprite);
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}
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sf::FloatRect Beam::getBounds() const {
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return beamShape.getGlobalBounds();
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}
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bool Beam::isVisible() const {
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return visible;
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}
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void Beam::setVisible(bool visible) {
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this->visible = visible;
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sf::Sprite Beam::getSprite() {
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return beamSprite;
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}
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@@ -445,14 +445,13 @@ void Plansza::update() {
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for (auto &wiazkowiec: WEnemies) {
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wiazkowiec.update();
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if (wiazkowiec.isShooting() && wiazkowiec.getBeam()->isVisible()) {
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if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam()->getBounds())) {
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if (wiazkowiec.isShooting()) {
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if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam()->getSprite().getGlobalBounds())) {
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ship->takeDamage(); // Gracz otrzymuje obrażenia
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}
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}
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window->draw(wiazkowiec.getSprite());
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wiazkowiec.render(*window);
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}
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// TODO: naprawić to co średnio działa
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@@ -778,14 +777,16 @@ void Plansza::spawn_kamikadze() {
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void Plansza::spawn_wiazkowiec() {
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if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
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if (WEnemies.size() < 1) {
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture);
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Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
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wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
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WEnemies.push_back(wiazkowiec);
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std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
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WiazkowiecSpawnClock.restart();
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}
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}
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}
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void Plansza::update_hearts() {
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@@ -21,8 +21,14 @@ Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
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}
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void Player::loadTexture() {
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try {
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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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} catch (std::exception &e) {
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std::cerr << "Failed to load textures: " << e.what() << std::endl;
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exit(-500);
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}
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damageDealClock.restart();
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originalColor = actorSprite.getColor();
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}
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@@ -5,51 +5,53 @@
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#include <iostream>
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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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Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture, sf::RenderWindow *window) : Actor(x, y, texture),
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beam(nullptr)
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{
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window_ptr = window;
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actorSprite.setTexture(texture);
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try {
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beamTexture.loadFromFile("../assets/img/wiazka/laser.png");
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} catch (std::exception &e) {
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std::cerr << "Failed to load textures: " << e.what() << std::endl;
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exit(-500);
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}
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hp = 2; // 2 punkty życia
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firerate = 5000; // Strzela co 10
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moving_speed = 5.0f; // Prędkość
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}
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void Wiazkowiec::setPlanszaHeight(float height, float width) {
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void Wiazkowiec::setPlanszaHeight(int height, int width) {
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planszaHeight = height;
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planszaWidth = width;
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}
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void Wiazkowiec::spawnBeam() {
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float beamX = position.x;
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float beamY = position.y;
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float beamWidth = 50.f;
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float beamHeight = 0.f;
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int beamX = actorSprite.getPosition().x;
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int beamY = actorSprite.getPosition().y;
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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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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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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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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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case DirectionW::Up: {
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beam = new Beam(beamX, beamY - beamTexture.getSize().y, beamTexture);
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break;
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}
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case DirectionW::Down: {
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beam = new Beam(beamX, beamY + actorSprite.getGlobalBounds().height, beamTexture);
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break;
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}
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case DirectionW::Left: {
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beam = new Beam(beamX - beamTexture.getSize().x, beamY, beamTexture);
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break;
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}
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case DirectionW::Right: {
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beam = new Beam(beamX + actorSprite.getGlobalBounds().width, beamY, beamTexture);
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break;
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}
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default:
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break;
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}
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beam->setVisible(true);
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shooting = true;
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shootingClock.restart();
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@@ -60,13 +62,35 @@ void Wiazkowiec::shoot() {
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if (!shooting) {
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spawnBeam();
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std::cout << "Wiazkowiec shot a beam!" << std::endl;
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switch (direction) {
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case DirectionW::Up: {
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std::cout << "Direction is up" << std::endl;
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break;
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}
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case DirectionW::Down: {
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std::cout << "Direction is down" << std::endl;
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break;
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}
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case DirectionW::Left: {
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std::cout << "Direction is left" << std::endl;
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break;
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}
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case DirectionW::Right: {
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std::cout << "Direction is right" << std::endl;
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break;
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}
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default:
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break;
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}
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}
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}
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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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switch (RandomNumberGenerator::getRandomNumber(0, 3)) {
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int whatNumber = rand() % 4;
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switch (whatNumber) {
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case 0:
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direction = DirectionW::Up;
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break;
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@@ -107,17 +131,17 @@ void Wiazkowiec::move(float deltaX, float deltaY) {
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auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
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// Zapobiegaj wyjściu poza poziome granice
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if (position.x + deltaX < 0) {
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deltaX = -position.x;
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} else if (position.x + spriteBounds.width + deltaX > planszaWidth) {
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deltaX = planszaWidth - (position.x + spriteBounds.width);
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if (static_cast<float>(position.x) + deltaX < 0) {
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deltaX = static_cast<float>(-position.x);
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} else if (static_cast<float>(position.x) + spriteBounds.width + deltaX > static_cast<float>(planszaWidth)) {
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deltaX = static_cast<float>(planszaWidth) - (static_cast<float>(position.x) + spriteBounds.width);
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}
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// Zapobiegaj wyjściu poza pionowe granice
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if (position.y + deltaY < 0) {
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deltaY = -position.y;
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} else if (position.y + spriteBounds.height + deltaY > planszaHeight) {
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deltaY = planszaHeight - (position.y + spriteBounds.height);
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if (static_cast<float>(position.y) + deltaY < 0) {
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deltaY = static_cast<float>(-position.y);
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} else if (static_cast<float>(position.y) + spriteBounds.height + deltaY > static_cast<float>(planszaHeight)) {
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deltaY = static_cast<float>(planszaHeight) - (static_cast<float>(position.y) + spriteBounds.height);
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}
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actorSprite.move(deltaX, deltaY);
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@@ -134,9 +158,12 @@ void Wiazkowiec::update() {
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if (shooting) {
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// Kontrola zakończenia strzału
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if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
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beam->setVisible(false);
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shooting = false;
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delete beam;
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beam = nullptr;
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setRandomDirection(); // Zmień kierunek po strzale
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} else {
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window_ptr->draw(beam->getSprite());
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}
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} else {
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checkIfBeamShootOutOfBounds();
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@@ -164,13 +191,6 @@ void Wiazkowiec::update() {
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}
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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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if (beam->isVisible()) {
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beam->render(window);
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}
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}
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bool Wiazkowiec::isAlive() const {
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return alive;
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}
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@@ -186,6 +206,6 @@ 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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Beam* Wiazkowiec::getBeam() const {
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return beam;
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}
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