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

136 lines
4.1 KiB
C++

#include <iostream>
#include <random>
#include "../headers/Kamikadze.h"
#include "../headers/RandomNumberGenerator.h"
#include "../headers/Plansza.h"
Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
hp = 3; // 3 punkty życia
moving_speed = 2.0f; // Prędkość
}
void Kamikadze::shoot(){}
void Kamikadze::setRandomDirection() {
int randomDirection = RandomNumberGenerator::getRandomNumber(0,3);
// Zapobieganie wyjscia poza ekran
switch (randomDirection) {
case 0:
if (position.y > 0) direction = DirectionK::Up;
break;
case 1:
if (position.y < 800) direction = DirectionK::Down;
break;
case 2:
if (position.x > 0) direction = DirectionK::Left;
break;
case 3:
if (position.x < 1200) direction = DirectionK::Right;
break;
}
}
void Kamikadze::updateDirection() {
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
if (position.y <= 0) {
direction = DirectionK::Down;
} else if (position.y >= 800) {
direction = DirectionK::Up;
}
// logika dla kierunku lewo/prawo
if (position.x <= 0) {
direction = DirectionK::Right;
} else if (position.x >= 1200) {
direction = DirectionK::Left;
}
}
void Kamikadze::followPlayer(const sf::Vector2f& playerPosition) {
float diffX = playerPosition.x - position.x;
float diffY = playerPosition.y - position.y;
float magnitude = std::sqrt(diffX * diffX + diffY * diffY);
if (magnitude != 0) {
diffX /= magnitude;
diffY /= magnitude;
// Aktualizacja pozycji Kamikadze w kierunku gracza
position.x += diffX * movementSpeed;
position.y += diffY * movementSpeed;
} else { //zatrzymanie kamikadze
movementSpeed = 0.0f;
}
}
void Kamikadze::explode(const sf::Vector2f& playerPosition, bool& playerHit) {
if (!exploding) {
// Rozpocznij kamikadze
exploding = true;
explosionClock.restart();
movementSpeed = 0.0f;
std::cout << "Kamikadze exploding!" << std::endl;
std::cout << "Kamikadze position: (" << position.x << ", " << position.y << ")" << std::endl;
std::cout << "Player position: (" << playerPosition.x << ", " << playerPosition.y << ")" << std::endl;
// Zakres, w jakim gracz może zostać trafiony
sf::Vector2f diff = playerPosition - sf::Vector2f(static_cast<float>(position.x), static_cast<float>(position.y));
float distance = std::sqrt(diff.x * diff.x + diff.y * diff.y);
std::cout << "Distance to player: " << distance << std::endl;
// Trafienie gracza, jeśli jest w obszarze eksplozji
const float explosionRange = 100.0f;
if (distance <= explosionRange) {
playerHit = true;
std::cout << "Player is within explosion range! Player hit!" << std::endl;
}
}
// Sprawdzanie czasu wybuchu
if (exploding && explosionClock.getElapsedTime().asSeconds() >= 0.5f) {
alive = false; // Kamikadze ulega zniszczeniu po eksplozji
std::cout << "Kamikadze destroyed after explosion!" << std::endl;
}
}
void Kamikadze::move(float deltaX, float deltaY) {
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(deltaY);
}
void Kamikadze::moveLeft() { move(-moving_speed, 0.0f); }
void Kamikadze::moveRight() { move(moving_speed, 0.0f); }
void Kamikadze::moveUp() { move(0.0f, -moving_speed); }
void Kamikadze::moveDown() { move(0.0f, moving_speed); }
void Kamikadze::update(const sf::Vector2f& playerPosition) {
if (alive && !exploding) {
// Podążanie za graczem, dopóki Kamikadze jest żywy
followPlayer(playerPosition);
actorSprite.setPosition(position.x, position.y);
}
}
bool Kamikadze::isExploding() const {
return exploding;
}
bool Kamikadze::isAlive() const {
return alive;
}
void Kamikadze::takeDamage() {
if (--hp <= 0) {
alive = false;
Plansza::score += 20;
Plansza::ultimateCounter += 20;
}
}