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LotoStatek/sources/Wiazkowiec.cpp
2025-01-16 21:27:14 +01:00

214 lines
5.8 KiB
C++

#include "../headers/Wiazkowiec.h"
#include "../headers/Plansza.h"
#include "../headers/RandomNumberGenerator.h"
#include <iostream>
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<float>(position.x) + deltaX < 0) {
deltaX = static_cast<float>(-position.x);
} else if (static_cast<float>(position.x) + spriteBounds.width + deltaX > static_cast<float>(planszaWidth)) {
deltaX = static_cast<float>(planszaWidth) - (static_cast<float>(position.x) + spriteBounds.width);
}
// Zapobiegaj wyjściu poza pionowe granice
if (static_cast<float>(position.y) + deltaY < 0) {
deltaY = static_cast<float>(-position.y);
} else if (static_cast<float>(position.y) + spriteBounds.height + deltaY > static_cast<float>(planszaHeight)) {
deltaY = static_cast<float>(planszaHeight) - (static_cast<float>(position.y) + spriteBounds.height);
}
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(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;
}