#include "../headers/Wiazkowiec.h" #include "../headers/Plansza.h" #include "../headers/RandomNumberGenerator.h" #include Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture, sf::RenderWindow *window) : Actor(x, y, texture), beam(nullptr) { window_ptr = window; try { beamTexture.loadFromFile("../assets/img/wiazka/laser.png"); } catch (std::exception &e) { std::cerr << "Failed to load textures: " << e.what() << std::endl; exit(-500); } hp = 2; // 2 punkty życia firerate = 5000; // Strzela co 10 moving_speed = 5.0f; // Prędkość } void Wiazkowiec::setPlanszaHeight(int height, int width) { planszaHeight = height; planszaWidth = width; } void Wiazkowiec::spawnBeam() { int beamX = actorSprite.getPosition().x; int beamY = actorSprite.getPosition().y; switch (direction) { case DirectionW::Up: { beam = new Beam(beamX, beamY, beamTexture); beam->setRotation(180); break; } case DirectionW::Down: { beam = new Beam(beamX, beamY, beamTexture); break; } case DirectionW::Left: { beam = new Beam(beamX, beamY, beamTexture); beam->setRotation(90); break; } case DirectionW::Right: { beam = new Beam(beamX, beamY, beamTexture); beam->setRotation(270); break; } default: break; } shooting = true; shootingClock.restart(); } // Strzał wiązki void Wiazkowiec::shoot() { if (!shooting) { spawnBeam(); } switch (direction) { case DirectionW::Up: { std::cout << "Direction is up" << std::endl; break; } case DirectionW::Down: { std::cout << "Direction is down" << std::endl; break; } case DirectionW::Left: { std::cout << "Direction is left" << std::endl; break; } case DirectionW::Right: { std::cout << "Direction is right" << std::endl; break; } default: break; } } void Wiazkowiec::setRandomDirection() { // Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right int whatNumber = rand() % 4; switch (whatNumber) { case 0: direction = DirectionW::Up; break; case 1: direction = DirectionW::Down; break; case 2: direction = DirectionW::Left; break; case 3: direction = DirectionW::Right; break; default: break; } } void Wiazkowiec::checkIfBeamShootOutOfBounds() { auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a // Kontrola górnej i dolnej krawędzi if (position.y <= 0) { direction = DirectionW::Down; } else if (position.y + spriteBounds.height >= planszaHeight) { direction = DirectionW::Up; } // Kontrola lewej i prawej krawędzi if (position.x <= 0) { direction = DirectionW::Right; } else if (position.x + spriteBounds.width >= planszaWidth) { direction = DirectionW::Left; } } void Wiazkowiec::move(float deltaX, float deltaY) { auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a // Zapobiegaj wyjściu poza poziome granice if (static_cast(position.x) + deltaX < 0) { deltaX = static_cast(-position.x); } else if (static_cast(position.x) + spriteBounds.width + deltaX > static_cast(planszaWidth)) { deltaX = static_cast(planszaWidth) - (static_cast(position.x) + spriteBounds.width); } // Zapobiegaj wyjściu poza pionowe granice if (static_cast(position.y) + deltaY < 0) { deltaY = static_cast(-position.y); } else if (static_cast(position.y) + spriteBounds.height + deltaY > static_cast(planszaHeight)) { deltaY = static_cast(planszaHeight) - (static_cast(position.y) + spriteBounds.height); } actorSprite.move(deltaX, deltaY); position.x += static_cast(deltaX); position.y += static_cast(deltaY); } void Wiazkowiec::moveLeft() { move(-moving_speed, 0.0f); } void Wiazkowiec::moveRight() { move(moving_speed, 0.0f); } void Wiazkowiec::moveUp() { move(0.0f, -moving_speed); } void Wiazkowiec::moveDown() { move(0.0f, moving_speed); } void Wiazkowiec::update() { if (shooting) { // Kontrola zakończenia strzału if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) { shooting = false; delete beam; beam = nullptr; setRandomDirection(); // Zmień kierunek po strzale } else { window_ptr->draw(beam->getSprite()); } } else { checkIfBeamShootOutOfBounds(); switch (direction) { case DirectionW::Up: moveUp(); break; case DirectionW::Down: moveDown(); break; case DirectionW::Left: moveLeft(); break; case DirectionW::Right: moveRight(); break; } if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy shoot(); shootClock.restart(); } } } bool Wiazkowiec::isAlive() const { return alive; } void Wiazkowiec::takeDamage() { if (--hp <= 0) { alive = false; Plansza::score += 10; Plansza::ultimateCounter += 10; } } bool Wiazkowiec::isShooting() const { return shooting; } Beam* Wiazkowiec::getBeam() const { return beam; }