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LotoStatek/sources/Bomber.cpp

125 lines
3.6 KiB
C++

#include "../headers/Bomber.h"
#include "../headers/Bullet.h"
#include <random>
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 = 10000; // Strzela co 10
moving_speed = 10.0f; // Prędkość
}
void Bomber::setPlanszaHeight(float height, float width) {
planszaHeight = height;
planszaWidth = width;
}
void Bomber::setRandomDirection() {
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<int> dist(0, 3);
int randomDirection = dist(gen);
// Zapobieganie wyjscia poza ekran
switch (randomDirection) {
case 0:
if (position.y > 0) direction = DirectionB::Up;
break;
case 1:
if (position.y < 600) direction = DirectionB::Down;
break;
case 2:
if (position.x > 0) direction = DirectionB::Left;
break;
case 3:
if (position.x < 800) direction = DirectionB::Right;
break;
}
}
void Bomber::shoot() {
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
Bullet Bbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, BombaTexture);
Bbullet.setSpeed(0.1f); // Prędkość w dół
bullets.emplace_back(std::move(Bbullet));
shootClock.restart();
setRandomDirection();
}
}
void Bomber::updateDirection() {
auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
// Kontrola górnej i dolnej krawędzi (wysokości planszy)
if (position.y <= 0) {
direction = DirectionB::Down;
} else if (position.y + spriteBounds.height >= planszaHeight) {
direction = DirectionB::Up;
}
// Kontrola lewej i prawej krawędzi (szerokości planszy)
if (position.x <= 0) {
direction = DirectionB::Right;
} else if (position.x + spriteBounds.width >= planszaWidth) {
direction = DirectionB::Left;
}
}
void Bomber::move(float deltaX, float deltaY) {
auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
// Zapobiegaj wyjściu poza poziome granice
if (position.x + deltaX < 0) {
deltaX = -position.x;
} else if (position.x + spriteBounds.width + deltaX > planszaWidth) {
deltaX = planszaWidth - (position.x + spriteBounds.width);
}
// Zapobiegaj wyjściu poza pionowe granice
if (position.y + deltaY < 0) {
deltaY = -position.y;
} else if (position.y + spriteBounds.height + deltaY > planszaHeight) {
deltaY = planszaHeight - (position.y + spriteBounds.height);
}
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;
}
}