#include "../headers/Bomber.h" #include "../headers/Bullet.h" #include Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) { actorSprite.setTexture(texture); BombaTexture = bulletTexture; hp = 2; // 2 punkty życia firerate = 10000; // Strzela co 10 moving_speed = 1.0f; // Prędkość // BombaTexture.loadFromFile("../assets/img/bullets/bomba.png"); } // Losuje losowy kierunek dla Bombera void Bomber::setRandomDirection() { std::random_device rd; std::mt19937 gen(rd()); std::uniform_int_distribution dist(0, 3); int randomDirection = dist(gen); // Zapobieganie wyjscia poza ekran switch (randomDirection) { case 0: if (position.y > 0) direction = DirectionB::Up; break; case 1: if (position.y < 800) direction = DirectionB::Down; break; case 2: if (position.x > 0) direction = DirectionB::Left; break; case 3: if (position.x < 1200) direction = DirectionB::Right; break; } } void Bomber::shoot() { if (shootClock.getElapsedTime().asMilliseconds() >= firerate) { Bullet Bbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, BombaTexture); Bbullet.setSpeed(0.1f); // Prędkość w dół bullets.emplace_back(std::move(Bbullet)); shootClock.restart(); setRandomDirection(); } } void Bomber::updateDirection() { // Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi if (position.y <= 0) { direction = DirectionB::Down; } else if (position.y >= 800) { direction = DirectionB::Up; } // logika dla kierunku lewo/prawo if (position.x <= 0) { direction = DirectionB::Right; } else if (position.x >= 1200) { direction = DirectionB::Left; } } void Bomber::move(float deltaX, float deltaY) { actorSprite.move(deltaX, deltaY); position.x += static_cast(deltaX); position.y += static_cast(deltaY); } void Bomber::moveLeft() { move(-moving_speed, 0.0f); } void Bomber::moveRight() { move(moving_speed, 0.0f); } void Bomber::moveUp() { move(0.0f, -moving_speed); } void Bomber::moveDown() { move(0.0f, moving_speed); } void Bomber::update() { // Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek updateDirection(); switch (direction) { case DirectionB::Up: moveUp(); break; case DirectionB::Down: moveDown(); break; case DirectionB::Left: moveLeft(); break; case DirectionB::Right: moveRight(); break; } } bool Bomber::isAlive() const { return alive; } void Bomber::takeDamage() { if (--hp <= 0) { alive = false; } }