136 lines
4.1 KiB
C++
136 lines
4.1 KiB
C++
#include <iostream>
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#include <random>
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#include "../headers/Kamikadze.h"
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#include "../headers/RandomNumberGenerator.h"
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#include "../headers/Plansza.h"
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Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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hp = 3; // 3 punkty życia
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moving_speed = 5.0f; // Prędkość
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}
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void Kamikadze::shoot(){}
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void Kamikadze::setRandomDirection() {
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int randomDirection = RandomNumberGenerator::getRandomNumber(0,3);
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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 = DirectionK::Up;
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break;
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case 1:
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if (position.y < 800) direction = DirectionK::Down;
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break;
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case 2:
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if (position.x > 0) direction = DirectionK::Left;
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break;
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case 3:
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if (position.x < 1200) direction = DirectionK::Right;
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break;
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}
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}
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void Kamikadze::updateDirection() {
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// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
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if (position.y <= 0) {
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direction = DirectionK::Down;
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} else if (position.y >= 800) {
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direction = DirectionK::Up;
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}
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// logika dla kierunku lewo/prawo
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if (position.x <= 0) {
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direction = DirectionK::Right;
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} else if (position.x >= 1200) {
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direction = DirectionK::Left;
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}
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}
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void Kamikadze::followPlayer(const sf::Vector2f& playerPosition) {
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float diffX = playerPosition.x - position.x;
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float diffY = playerPosition.y - position.y;
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float magnitude = std::sqrt(diffX * diffX + diffY * diffY);
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if (magnitude != 0) {
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diffX /= magnitude;
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diffY /= magnitude;
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// Aktualizacja pozycji Kamikadze w kierunku gracza
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position.x += diffX * movementSpeed;
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position.y += diffY * movementSpeed;
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} else { //zatrzymanie kamikadze
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movementSpeed = 0.0f;
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}
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}
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void Kamikadze::explode(const sf::Vector2f& playerPosition, bool& playerHit) {
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if (!exploding) {
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// Rozpocznij kamikadze
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exploding = true;
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explosionClock.restart();
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movementSpeed = 0.0f;
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std::cout << "Kamikadze exploding!" << std::endl;
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std::cout << "Kamikadze position: (" << position.x << ", " << position.y << ")" << std::endl;
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std::cout << "Player position: (" << playerPosition.x << ", " << playerPosition.y << ")" << std::endl;
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// Zakres, w jakim gracz może zostać trafiony
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sf::Vector2f diff = playerPosition - sf::Vector2f(static_cast<float>(position.x), static_cast<float>(position.y));
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float distance = std::sqrt(diff.x * diff.x + diff.y * diff.y);
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std::cout << "Distance to player: " << distance << std::endl;
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// Trafienie gracza, jeśli jest w obszarze eksplozji
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const float explosionRange = 100.0f;
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if (distance <= explosionRange) {
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playerHit = true;
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std::cout << "Player is within explosion range! Player hit!" << std::endl;
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}
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}
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// Sprawdzanie czasu wybuchu
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if (exploding && explosionClock.getElapsedTime().asSeconds() >= 0.5f) {
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alive = false; // Kamikadze ulega zniszczeniu po eksplozji
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std::cout << "Kamikadze destroyed after explosion!" << std::endl;
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}
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}
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void Kamikadze::move(float deltaX, float deltaY) {
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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 Kamikadze::moveLeft() { move(-moving_speed, 0.0f); }
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void Kamikadze::moveRight() { move(moving_speed, 0.0f); }
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void Kamikadze::moveUp() { move(0.0f, -moving_speed); }
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void Kamikadze::moveDown() { move(0.0f, moving_speed); }
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void Kamikadze::update(const sf::Vector2f& playerPosition) {
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if (alive && !exploding) {
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// Podążanie za graczem, dopóki Kamikadze jest żywy
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followPlayer(playerPosition);
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actorSprite.setPosition(position.x, position.y);
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}
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}
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bool Kamikadze::isExploding() const {
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return exploding;
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}
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bool Kamikadze::isAlive() const {
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return alive;
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}
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void Kamikadze::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 20;
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Plansza::ultimateCounter += 20;
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}
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} |