wiazkowiec strzela, gora dol
This commit is contained in:
@@ -36,6 +36,10 @@ add_executable(LotoStatek main.cpp
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sources/Bomber.cpp
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headers/Kamikadze.h
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sources/Kamikadze.cpp
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headers/wiazkowiec.h
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sources/Wiazkowiec.cpp
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headers/Beam.h
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sources/Beam.cpp
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)
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if(WIN32)
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25
headers/Beam.h
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25
headers/Beam.h
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@@ -0,0 +1,25 @@
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#ifndef LOTOSTATEK_BEAM_H
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#define LOTOSTATEK_BEAM_H
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#include <SFML/Graphics.hpp>
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#include "Position.h"
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class Beam {
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public:
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Beam(float x, float y, float width, float height, const sf::Color& color);
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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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private:
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sf::RectangleShape beamShape;
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bool visible;
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};
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#endif // LOTOSTATEK_BEAM_H
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@@ -6,6 +6,8 @@
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#include "AdvancedEnemy.h"
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#include "Bomber.h"
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#include "Kamikadze.h"
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#include "Wiazkowiec.h"
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#include "Beam.h"
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#include "RandomNumberGenerator.h"
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#include "SFML/System/Clock.hpp"
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#include "SFML/Graphics/RenderWindow.hpp"
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@@ -44,6 +46,7 @@ private:
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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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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@@ -52,16 +55,19 @@ private:
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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 shooterSpawnClock;
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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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std::vector<Kamikadze> KEnemies;
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std::vector<Wiazkowiec> WEnemies;
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sf::Clock enemySpawnClock;
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sf::Clock AenemySpawnClock;
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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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std::vector<Meteor> meteors;
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sf::RenderWindow *window;
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};
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51
headers/Wiazkowiec.h
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51
headers/Wiazkowiec.h
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@@ -0,0 +1,51 @@
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#ifndef WIAZKOWIEC_H
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#define WIAZKOWIEC_H
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#include "Enemy.h"
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#include "Actor.h"
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#include "Beam.h"
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enum class DirectionW {
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Up,
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Down,
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Left,
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Right
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};
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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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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 setRandomDirection();
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void update();
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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 updateDirection();
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bool isShooting() const;
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const Beam& getBeam() const;
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private:
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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; // Czy obecnie strzela
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sf::Clock shootingClock; // Zegar kontrolujący czas strzału
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float beamDuration = 1.0f; // Czas trwania widoczności wiązki (w sekundach)
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void spawnBeam(); // Tworzy wiązkę
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};
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#endif //WIAZKOWIEC_H
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31
sources/Beam.cpp
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31
sources/Beam.cpp
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@@ -0,0 +1,31 @@
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#include "../headers/Beam.h"
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Beam::Beam(float x, float y, float width, float height, const sf::Color& color)
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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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}
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void Beam::update() {
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// Wiązka może mieć logikę do czasu, jeśli potrzebne
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}
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void Beam::render(sf::RenderWindow& window) {
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if (visible) {
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window.draw(beamShape);
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}
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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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}
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@@ -25,13 +25,13 @@ void Bomber::setRandomDirection() {
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if (position.y > 0) direction = DirectionB::Up;
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break;
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case 1:
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if (position.y < 800) direction = DirectionB::Down;
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if (position.y < 600) direction = DirectionB::Down;
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break;
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case 2:
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if (position.x > 0) direction = DirectionB::Left;
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break;
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case 3:
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if (position.x < 600) direction = DirectionB::Right;
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if (position.x < 800) direction = DirectionB::Right;
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break;
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}
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}
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@@ -34,11 +34,15 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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std::cerr << "Failed to load enemy texture!" << std::endl;
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exit(-1);
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}
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if (!WiazkaTexture.loadFromFile("../assets/img/bullets/wiazka.png")) {
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std::cerr << "Failed to load wiazka texture!" << std::endl;
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exit(-1);
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}
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if (!advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png")) {
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std::cerr << "Failed to load advanced enemy texture!" << std::endl;
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exit(-1);
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}
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if (!BomberEnemyTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png")) {
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if (!BomberEnemyTexture.loadFromFile("../assets/img/enemy/bomber.png")) {
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std::cerr << "Failed to load advanced enemy texture!" << std::endl;
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exit(-1);
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}
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@@ -50,6 +54,10 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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std::cerr << "Failed to load BombaTexture!" << std::endl;
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exit(-1);
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}
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if (!WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png")) {
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std::cerr << "Failed to load BombaTexture!" << std::endl;
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exit(-1);
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}
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spawnClock.restart();
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}
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@@ -95,7 +103,7 @@ void Plansza::update() {
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//spawn_meteor();
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spawn_enemy();
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spawn_advanced_enemy();
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//spawn_wiazkowiec();
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spawn_wiazkowiec();
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spawn_bomber();
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spawn_kamikadze();
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@@ -361,6 +369,51 @@ void Plansza::update() {
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}
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}
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for (auto& bomberEnemy : BEnemies) {
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for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
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bool bulletDestroyed = false;
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// Kolizja pocisku gracza z pociskiem Bombera
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for (auto playerBulletIt = ship.getBullets().begin(); playerBulletIt != ship.getBullets().end();) {
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if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// Usuń pocisk Bombera i pocisk gracza
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it = bomberEnemy.getBullets().erase(it);
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playerBulletIt = ship.getBullets().erase(playerBulletIt);
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bulletDestroyed = true;
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break;
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} else {
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++playerBulletIt;
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}
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}
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// Kolizja rakiety gracza z pociskiem Bombera
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if (!bulletDestroyed) {
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for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
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if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// Usuń pocisk Bombera i rakietę gracza
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it = bomberEnemy.getBullets().erase(it);
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rocketIt = ship.getRockets().erase(rocketIt);
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bulletDestroyed = true;
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break;
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} else {
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++rocketIt;
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}
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}
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}
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// Jeśli pocisk Bombera przetrwał dotychczasowe sprawdzenia, wykonaj inne działania
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if (!bulletDestroyed) {
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if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// Kolizja pocisku Bombera z graczem
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ship.takeDamage();
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it = bomberEnemy.getBullets().erase(it);
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} else {
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++it;
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}
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}
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}
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}
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// Usuwanie pocisków, które są poza ekranem srednio to dziala
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for (auto enemyIt = enemies.begin(); enemyIt != enemies.end(); ) {
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for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
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@@ -451,7 +504,18 @@ void Plansza::update() {
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}
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}
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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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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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//oblsuga dla rakiety
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for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
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@@ -577,7 +641,7 @@ void Plansza::spawn_advanced_enemy() {
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}
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void Plansza::spawn_bomber() {
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if (BomberSpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
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if (BomberSpawnClock.getElapsedTime().asSeconds() >= 120) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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BEnemies.emplace_back(spawnX, -50, BomberEnemyTexture, BombaTexture);
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std::cout << "Spawned Bomber Enemy at X: " << spawnX << std::endl;
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@@ -586,7 +650,7 @@ void Plansza::spawn_bomber() {
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}
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void Plansza::spawn_kamikadze() {
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if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
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if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 220) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
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std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
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@@ -594,6 +658,14 @@ void Plansza::spawn_kamikadze() {
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}
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}
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void Plansza::spawn_wiazkowiec() {
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if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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WEnemies.emplace_back(spawnX, -50, WiazkowiecTexture);
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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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157
sources/Wiazkowiec.cpp
Normal file
157
sources/Wiazkowiec.cpp
Normal file
@@ -0,0 +1,157 @@
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#include "../headers/Wiazkowiec.h"
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#include <iostream>
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#include "../headers/Bullet.h"
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#include <random>
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Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(0, 0, 50.f, 50.f, sf::Color::Red) {
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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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moving_speed = 1.0f; // Prędkość
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// BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
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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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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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break;
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case DirectionW::Down:
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beamHeight = 600 - position.y;
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break;
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case DirectionW::Left:
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beamWidth = position.x;
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beamX -= beamWidth;
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break;
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case DirectionW::Right:
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beamWidth = 800 - position.x;
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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.setVisible(true);
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shooting = true;
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shootingClock.restart(); // Reset zegara
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}
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// Strzał wiązki
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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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}
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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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int directionIndex = std::rand() % 4;
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switch (directionIndex) {
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case 0:
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direction = DirectionW::Up;
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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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case 2:
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direction = DirectionW::Left;
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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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}
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}
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void Wiazkowiec::updateDirection() {
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// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
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if (position.y <= 0) {
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direction = DirectionW::Down;
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} else if (position.y >= 800) {
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direction = DirectionW::Up;
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}
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// logika dla kierunku lewo/prawo
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if (position.x <= 0) {
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direction = DirectionW::Right;
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} else if (position.x >= 1200) {
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direction = DirectionW::Left;
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}
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}
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void Wiazkowiec::move(float deltaX, float deltaY) {
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actorSprite.move(deltaX, deltaY);
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position.x += static_cast<int>(deltaX);
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position.y += static_cast<int>(deltaY);
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}
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void Wiazkowiec::moveLeft() { move(-moving_speed, 0.0f); }
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void Wiazkowiec::moveRight() { move(moving_speed, 0.0f); }
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void Wiazkowiec::moveUp() { move(0.0f, -moving_speed); }
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void Wiazkowiec::moveDown() { move(0.0f, moving_speed); }
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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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setRandomDirection(); // Zmień kierunek po strzale
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}
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} else {
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updateDirection();
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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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case DirectionW::Down:
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moveDown();
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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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case DirectionW::Right:
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moveRight();
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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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shoot();
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shootClock.restart();
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}
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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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void Wiazkowiec::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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}
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}
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|
||||
bool Wiazkowiec::isShooting() const {
|
||||
return shooting;
|
||||
}
|
||||
|
||||
const Beam& Wiazkowiec::getBeam() const {
|
||||
return beam;
|
||||
}
|
||||
Reference in New Issue
Block a user