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LotoStatek/sources/Bomber.cpp
2024-12-11 16:33:24 +01:00

78 lines
2.1 KiB
C++

#include "../headers/Bomber.h"
#include "../headers/Bullet.h"
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 = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość
BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
}
void Bomber::shoot() {
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
Bullet Bbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, BombaTexture);
Bbullet.setSpeed(0.5f); // Prędkość w dół
bullets.emplace_back(std::move(Bbullet));
shootClock.restart();
}
}
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<int>(deltaX);
position.y += static_cast<int>(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;
}
}