#include "../headers/AdvancedEnemy.h" #include "../headers/Bullet.h" #include "../headers/Plansza.h" AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) { enemyBulletTexture = bulletTexture; hp = 2; // 2 punkty życia firerate = 2000; // Strzela co 2 moving_speed = 4.0f; // Prędkość enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png"); } void AdvancedEnemy::shoot() { if (shootClock.getElapsedTime().asMilliseconds() >= firerate) { Bullet Cbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture); Cbullet.setSpeed(10.0f); // Prędkość w dół bullets.emplace_back(std::move(Cbullet)); Bullet Lbullet(position.x - 20, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture); Lbullet.setSpeed(10.0f); // Prędkość w dół bullets.emplace_back(std::move(Lbullet)); Bullet Rbullet(position.x + 20, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture); Rbullet.setSpeed(10.0f); // Prędkość w dół bullets.emplace_back(std::move(Rbullet)); shootClock.restart(); } } void AdvancedEnemy::updateDirection() { // Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi if (position.y <= 0) { direction = DirectionA::Down; } else if (position.y >= 800) { direction = DirectionA::Up; } // logika dla kierunku lewo/prawo if (position.x <= 0) { direction = DirectionA::Right; } else if (position.x >= 1200) { direction = DirectionA::Left; } } void AdvancedEnemy::move(float deltaX, float deltaY) { actorSprite.move(deltaX, deltaY); position.x += static_cast(deltaX); position.y += static_cast(deltaY); } void AdvancedEnemy::moveLeft() { move(-moving_speed, 0.0f); } void AdvancedEnemy::moveRight() { move(moving_speed, 0.0f); } void AdvancedEnemy::moveUp() { move(0.0f, -moving_speed); } void AdvancedEnemy::moveDown() { move(0.0f, moving_speed); } void AdvancedEnemy::update() { // Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek updateDirection(); switch (direction) { case DirectionA::Up: moveUp(); break; case DirectionA::Down: moveDown(); break; case DirectionA::Left: moveLeft(); break; case DirectionA::Right: moveRight(); break; } } bool AdvancedEnemy::isAlive() const { return alive; } void AdvancedEnemy::takeDamage() { if (--hp <= 0) { alive = false; Plansza::score += 10; Plansza::ultimateCounter += 10; } }