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

91 lines
2.7 KiB
C++

#include "../headers/AdvancedEnemy.h"
#include "../headers/Bullet.h"
#include "../headers/Plansza.h"
AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
enemyBulletTexture = bulletTexture;
hp = 2; // 2 punkty życia
firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
}
void AdvancedEnemy::shoot() {
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
Bullet Cbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
Cbullet.setSpeed(10.0f); // Prędkość w dół
bullets.emplace_back(std::move(Cbullet));
Bullet Lbullet(position.x - 20, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
Lbullet.setSpeed(10.0f); // Prędkość w dół
bullets.emplace_back(std::move(Lbullet));
Bullet Rbullet(position.x + 20, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
Rbullet.setSpeed(10.0f); // Prędkość w dół
bullets.emplace_back(std::move(Rbullet));
shootClock.restart();
}
}
void AdvancedEnemy::updateDirection() {
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
if (position.y <= 0) {
direction = DirectionA::Down;
} else if (position.y >= 800) {
direction = DirectionA::Up;
}
// logika dla kierunku lewo/prawo
if (position.x <= 0) {
direction = DirectionA::Right;
} else if (position.x >= 1200) {
direction = DirectionA::Left;
}
}
void AdvancedEnemy::move(float deltaX, float deltaY) {
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(deltaY);
}
void AdvancedEnemy::moveLeft() { move(-moving_speed, 0.0f); }
void AdvancedEnemy::moveRight() { move(moving_speed, 0.0f); }
void AdvancedEnemy::moveUp() { move(0.0f, -moving_speed); }
void AdvancedEnemy::moveDown() { move(0.0f, moving_speed); }
void AdvancedEnemy::update() {
// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
updateDirection();
switch (direction) {
case DirectionA::Up:
moveUp();
break;
case DirectionA::Down:
moveDown();
break;
case DirectionA::Left:
moveLeft();
break;
case DirectionA::Right:
moveRight();
break;
}
}
bool AdvancedEnemy::isAlive() const {
return alive;
}
void AdvancedEnemy::takeDamage() {
if (--hp <= 0) {
alive = false;
Plansza::score += 10;
Plansza::ultimateCounter += 10;
}
}