Merge remote-tracking branch 'origin/serduszka'
# Conflicts: # CMakeLists.txt # headers/Actor.h # headers/Plansza.h # headers/Player.h # sources/Plansza.cpp # sources/Player.cpp
This commit is contained in:
@@ -40,6 +40,8 @@ add_executable(LotoStatek main.cpp
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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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headers/Heart.hpp
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sources/Heart.cpp
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)
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if(WIN32)
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BIN
assets/img/hearts/heart_gray.png
Normal file
BIN
assets/img/hearts/heart_gray.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 958 B |
@@ -5,12 +5,20 @@
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#include "SFML/Graphics/Texture.hpp"
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#include "Bullet.h"
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#include "Position.h"
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#include "SFML/System/Clock.hpp"
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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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sf::Sprite& getSprite();
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unsigned int getHP();
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Position getPosition();
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std::vector<Bullet>& getBullets();
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virtual void move(float deltaX, float deltaY) = 0;
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virtual void moveLeft() = 0;
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virtual void moveRight() = 0;
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@@ -21,8 +29,10 @@ public:
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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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@@ -33,7 +43,9 @@ protected:
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sf::Texture bulletTexture;
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sf::Texture rocketTexture;
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std::vector<Bullet> bullets;
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unsigned int hp;
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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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float moving_speed;
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14
headers/Heart.hpp
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14
headers/Heart.hpp
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@@ -0,0 +1,14 @@
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#ifndef LOTOSTATEK_HEART_HPP
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#define LOTOSTATEK_HEART_HPP
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#include "SFML/Graphics/Texture.hpp"
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#include "SFML/Graphics/Sprite.hpp"
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#include "ObjectItem.hpp"
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class Heart : public ObjectItem {
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public:
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Heart(float x, float y, sf::Texture &texture);
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void update();
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};
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#endif //LOTOSTATEK_HEART_HPP
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@@ -14,6 +14,7 @@
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#include "Background.h"
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#include "AudioManager.h"
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#include "Plansza.h"
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#include "Heart.hpp"
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#include "Size.h"
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class Plansza {
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@@ -22,7 +23,9 @@ public:
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Size getSize();
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std::vector<Meteor> &getMeteors();
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void spawn_meteor();
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void spawn_hearts();
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void update_meteors();
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void update_hearts();
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void update();
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void update_score();
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void setOutOfBounds(bool status);
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@@ -36,14 +39,19 @@ public:
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delete ship; // usuwanie wskaźnika ship
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}
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private:
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Size size;
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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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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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@@ -69,6 +77,9 @@ private:
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std::vector<Kamikadze> KEnemies;
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std::vector<Wiazkowiec> WEnemies;
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std::vector<Meteor> meteors;
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std::vector<Heart> hearts;
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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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@@ -1,6 +1,7 @@
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#ifndef LOTOSTATEK_PLAYER_H
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#define LOTOSTATEK_PLAYER_H
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#include <chrono>
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#include <SFML/System/Clock.hpp>
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@@ -30,6 +31,8 @@ public:
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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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void loadTexture();
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@@ -39,6 +42,9 @@ 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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@@ -21,6 +21,25 @@ Position Actor::getPosition() {
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return {position.x, position.y};
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}
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unsigned int Actor::getHP() {
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return hp;
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}
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void Actor::dealDamage() {
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if(damageDealClock.getElapsedTime().asSeconds() > 1.5) {
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if(hp > 0) {
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hp--;
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}
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damageDealClock.restart();
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}
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}
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void Actor::healUP() {
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if(hp < 3){
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hp++;
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}
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}
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std::vector<Bullet> &Actor::getBullets() {
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return bullets;
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}
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@@ -39,4 +58,4 @@ void Actor::updateBullets() {
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void Actor::setMovingSpeed(float speed) {
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moving_speed = speed;
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}
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}
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23
sources/Heart.cpp
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23
sources/Heart.cpp
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@@ -0,0 +1,23 @@
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#include "../headers/Heart.hpp"
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Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
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outOfBounds = false;
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texture = texture;
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sprite.setTexture(texture);
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sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
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sprite.setPosition(x, y);
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movingSpeed = 3.0f;
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// sprite.scale(0.05f, 0.05f);
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position.x = x;
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position.y = y;
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rotationSpeed = 0;
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}
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void Heart::update() {
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sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
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position.y += int(movingSpeed); // przesunięcie pozycji
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// sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
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if(position.y > 900) {
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outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
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}
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}
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@@ -40,6 +40,20 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
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meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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heartTexture.loadFromFile("../assets/img/hearts/heart.png");
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heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
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heartStats.emplace_back(sf::Sprite(heartTexture));
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heartStats.emplace_back(sf::Sprite(heartTexture));
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heartStats.emplace_back(sf::Sprite(heartTexture));
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heartStats[0].setPosition(565, 10);
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heartStats[1].setPosition(530, 10);
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heartStats[2].setPosition(495, 10);
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meteorSpawnClock.restart();
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spawn_player();
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spawnClock.restart();
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@@ -88,19 +102,26 @@ void Plansza::update() {
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update_score(); // naliczanie punktów
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// Sprawnowanie wszystkich rodzajów wrogów
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spawn_meteor();
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spawn_hearts();
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spawn_enemy();
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spawn_advanced_enemy();
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spawn_wiazkowiec();
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spawn_bomber();
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spawn_kamikadze();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: getMeteors()) {
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for (auto &meteor: meteors) {
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meteor.update();
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window->draw(meteor.getSprite());
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}
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for (auto &bullet: ship->getBullets()) {
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for (auto &heart: hearts) {
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heart.update();
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window->draw(heart.getSprite());
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}for (auto &bullet: ship->getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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}
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@@ -112,12 +133,64 @@ void Plansza::update() {
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// Sprawdzenie czy meteory i pociski są poza granicami ekranu
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update_meteors();
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update_hearts();
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ship->updateBullets();
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ship.update();
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window->draw(ship->getSprite());
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for (auto &meteor: getMeteors()) {
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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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}
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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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heartIt = hearts.erase(heartIt);
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} else {
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++heartIt;
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}
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}
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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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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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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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} else {
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++rocketIt;
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}
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}
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if (!meteorHit) {
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++meteorIt;
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}
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}
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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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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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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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} else {
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++rocketIt;
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}
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}
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if (!meteorHit) {
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++meteorIt;
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}
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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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@@ -588,8 +661,36 @@ void Plansza::update() {
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}
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}
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// Statystyka życia gracza (wyświetlanie)
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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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heartStats[2].setTexture(heartTextureGray);
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gameOver = true;
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break;
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case 1:
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heartStats[0].setTexture(heartTexture);
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heartStats[1].setTexture(heartTextureGray);
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heartStats[2].setTexture(heartTextureGray);
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break;
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case 2:
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heartStats[0].setTexture(heartTexture);
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heartStats[1].setTexture(heartTexture);
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heartStats[2].setTexture(heartTextureGray);
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break;
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case 3:
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heartStats[0].setTexture(heartTexture);
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heartStats[1].setTexture(heartTexture);
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heartStats[2].setTexture(heartTexture);
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break;
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}
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for (const auto& heart: heartStats) {
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window->draw(heart);
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}
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}
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// Meteor-related niżej
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@@ -603,7 +704,7 @@ void Plansza::update_meteors() {
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}
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void Plansza::spawn_meteor() {
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if (spawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
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if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
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if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
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if (rand() % 2 == 1) {
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meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
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@@ -611,7 +712,16 @@ void Plansza::spawn_meteor() {
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meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture1);
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}
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}
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spawnClock.restart();
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meteorSpawnClock.restart();
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}
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}
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void Plansza::spawn_hearts() {
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if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
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if (hearts.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
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hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
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}
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heartSpawnClock.restart();
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}
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}
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@@ -673,6 +783,15 @@ void Plansza::spawn_wiazkowiec() {
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}
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void Plansza::update_hearts() {
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// usuwanie serduszek które wyleciały poza ekran
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for (auto& heart : hearts) {
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if(heart.getStatus()) {
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hearts.erase(hearts.begin());
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}
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}
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}
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Size Plansza::getSize() {
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return size;
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}
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@@ -1,3 +1,5 @@
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#include <utility>
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#include "../headers/Player.h"
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#include <iostream>
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@@ -19,6 +21,9 @@ 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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void Player::shoot() {
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@@ -79,6 +84,27 @@ 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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void Player::setFirerate(unsigned int firerate) {
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this->firerate = firerate;
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}
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