A little code refactor
+ new bullet texture added
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@@ -1,5 +1,6 @@
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#include "../headers/Actor.h"
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// TODO: Naprawić krzywy sprite statku
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Actor::Actor(int x, int y, std::string path) {
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loadTexture(path);
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position.x = x;
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@@ -11,25 +12,20 @@ void Actor::loadTexture(std::string path) {
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actorTexture.loadFromFile(path);
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actorSprite.setTexture(actorTexture);
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bulletTexture.loadFromFile("../assets/img/bullet.png");
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bulletTextureLeft.loadFromFile("../assets/img/bullet.png");
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bulletTextureRight.loadFromFile("../assets/img/bullet_right.png");
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}
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sf::Sprite &Actor::getSprite() {
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return actorSprite;
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}
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void Actor::move(float deltaX, float deltaY) {}
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void Actor::moveLeft() {}
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void Actor::moveRight() {}
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Position Actor::getPosition() {
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return {position.x, position.y};
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}
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void Actor::shoot() {
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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTexture);
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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTextureLeft);
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}
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std::vector<Bullet> &Actor::getBullets() {
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@@ -5,7 +5,7 @@ Player::Player(int x, int y, std::string path) : Actor(x, y, path) {};
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void Player::shoot() {
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auto now = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTexture);
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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTextureLeft);
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lastShotTime = now;
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}
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}
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