86 lines
2.3 KiB
C++
86 lines
2.3 KiB
C++
#include "../headers/Player.h"
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#include <iostream>
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#include <SFML/Graphics/Font.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Text.hpp>
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#include "../headers/Bullet.h"
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Player::Player(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture) : Actor(x, y, texture), bulletTexture(bulletTexture), rocketTexture(rocketTexture) {
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};
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void Player::setTextures(const sf::Texture& shipTexture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture) {
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this->actorSprite.setTexture(shipTexture); // Poprawiona nazwa - actorSprite zamiast shipSprite
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this->bulletTexture = bulletTexture;
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this->rocketTexture = rocketTexture;
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}
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void Player::shoot() {
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auto now = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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bullets.emplace_back(position.x, position.y, bulletTexture);
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lastShotTime = now;
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}
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}
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void Player::alternate_shoot() {
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auto now = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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rockets.emplace_back(position.x, position.y, rocketTexture).getSprite().scale(1.5f, 1.5f);
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lastShotTime = now;
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}
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}
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void Player::takeDamage() {
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if (health > 0) {
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health--;
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std::cout << "Player hit! Remaining health: " << health << "\n";
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if (health <= 0) {
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std::cout << "Player has been destroyed!\n";
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std::cout << "You lost the game!\n";
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}
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}
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}
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bool Player::isAlive() const {
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return health > 0;
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}
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void Player::setFirerate(unsigned int firerate) {
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this->firerate = firerate;
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}
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void Player::move(float deltaX, float deltaY) {
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actorSprite.move(deltaX, deltaY);
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}
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void Player::moveLeft() {
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move(-moving_speed, 0.0f);
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position.x -= static_cast<int>(moving_speed);
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}
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void Player::moveRight() {
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move(moving_speed, 0.0f);
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position.x += static_cast<int>(moving_speed);
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}
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void Player::moveUp() {
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move(0.0f, -moving_speed);
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position.y -= static_cast<int>(moving_speed);
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}
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void Player::moveDown() {
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move(0.0f, moving_speed);
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position.y += static_cast<int>(moving_speed);
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}
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std::vector<Rocket> &Player::getRockets() {
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return rockets;
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}
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