127 lines
3.7 KiB
C++
127 lines
3.7 KiB
C++
#include "../headers/Bomber.h"
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#include "../headers/Bullet.h"
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#include "../headers/Plansza.h"
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#include <random>
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Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
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BombaTexture = bulletTexture;
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hp = 2; // 2 punkty życia
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firerate = 6000; // Strzela co 6
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moving_speed = 8.0f; // Prędkość
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}
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void Bomber::setPlanszaHeight(float height, float width) {
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planszaHeight = height;
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planszaWidth = width;
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}
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void Bomber::setRandomDirection() {
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_int_distribution<int> dist(0, 3);
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int randomDirection = dist(gen);
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// Zapobieganie wyjscia poza ekran
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switch (randomDirection) {
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case 0:
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if (position.y > 0) direction = DirectionB::Up;
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break;
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case 1:
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if (position.y < 600) direction = DirectionB::Down;
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break;
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case 2:
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if (position.x > 0) direction = DirectionB::Left;
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break;
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case 3:
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if (position.x < 800) direction = DirectionB::Right;
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break;
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}
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}
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void Bomber::shoot() {
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if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
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Bullet Bbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, BombaTexture);
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Bbullet.setSpeed(0.1f); // Prędkość w dół
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bullets.emplace_back(std::move(Bbullet));
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shootClock.restart();
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setRandomDirection();
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}
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}
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void Bomber::updateDirection() {
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auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
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// Kontrola górnej i dolnej krawędzi (wysokości planszy)
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if (position.y <= 0) {
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direction = DirectionB::Down;
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} else if (position.y + spriteBounds.height >= planszaHeight) {
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direction = DirectionB::Up;
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}
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// Kontrola lewej i prawej krawędzi (szerokości planszy)
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if (position.x <= 0) {
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direction = DirectionB::Right;
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} else if (position.x + spriteBounds.width >= planszaWidth) {
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direction = DirectionB::Left;
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}
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}
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void Bomber::move(float deltaX, float deltaY) {
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auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
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// Zapobiegaj wyjściu poza poziome granice
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if (position.x + deltaX < 0) {
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deltaX = -position.x;
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} else if (position.x + spriteBounds.width + deltaX > planszaWidth) {
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deltaX = planszaWidth - (position.x + spriteBounds.width);
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}
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// Zapobiegaj wyjściu poza pionowe granice
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if (position.y + deltaY < 0) {
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deltaY = -position.y;
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} else if (position.y + spriteBounds.height + deltaY > planszaHeight) {
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deltaY = planszaHeight - (position.y + spriteBounds.height);
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}
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actorSprite.move(deltaX, deltaY);
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position.x += static_cast<int>(deltaX);
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position.y += static_cast<int>(deltaY);
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}
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void Bomber::moveLeft() { move(-moving_speed, 0.0f); }
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void Bomber::moveRight() { move(moving_speed, 0.0f); }
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void Bomber::moveUp() { move(0.0f, -moving_speed); }
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void Bomber::moveDown() { move(0.0f, moving_speed); }
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void Bomber::update() {
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// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
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updateDirection();
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switch (direction) {
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case DirectionB::Up:
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moveUp();
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break;
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case DirectionB::Down:
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moveDown();
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break;
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case DirectionB::Left:
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moveLeft();
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break;
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case DirectionB::Right:
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moveRight();
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break;
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}
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}
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bool Bomber::isAlive() const {
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return alive;
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}
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void Bomber::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 15;
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Plansza::ultimateCounter += 15;
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}
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} |