refactor: re-organize code
This commit is contained in:
-27
@@ -1,27 +0,0 @@
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#include "Inputs.h"
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void Inputs::HandleInputs() {
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// Player movements
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if (Keyboard::isKeyPressed(Keyboard::Left) || Keyboard::isKeyPressed(Keyboard::Q)) {
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_player.move(-1);
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}
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if (Keyboard::isKeyPressed(Keyboard::Right) || Keyboard::isKeyPressed(Keyboard::D)) {
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_player.move(1);
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}
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if (Keyboard::isKeyPressed(Keyboard::Space)) {
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if (_clock.getElapsedTime().asMilliseconds() > 500) {
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const Vector2f playerPos = _player.getShape().getPosition();
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const float playerRadius = _player.getShape().getRadius();
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Laser laser;
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laser.setInitialPosition(Vector2f(playerPos.x + playerRadius, playerPos.y - playerRadius));
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_lasers.push_back(laser.getLaser());
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_clock.restart();
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}
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}
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}
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@@ -1,24 +0,0 @@
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#pragma once
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#include <list>
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#include <SFML/Graphics.hpp>
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#include <SFML/Main.hpp>
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#include "Player.h";
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#include "Laser.h";
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using namespace std;
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using namespace sf;
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class Inputs
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{
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public:
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Inputs(Player& player, vector<RectangleShape>& lasers) : _player(player), _lasers(lasers) {};
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void HandleInputs();
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private:
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Player& _player;
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Clock _clock;
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vector<RectangleShape>& _lasers;
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};
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-11
@@ -1,11 +0,0 @@
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#include "Shield.h"
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Shield::Shield() {
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_shield = RectangleShape(Vector2f(30, 20));
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_shield.setFillColor(Color(52, 252, 5));
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}
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void Shield::decreaseLife()
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{
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_life -= 1;
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}
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@@ -107,6 +107,7 @@
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@@ -121,6 +122,7 @@
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@@ -133,16 +135,15 @@
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<None Include="vcpkg.json" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Inputs.cpp" />
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<ClCompile Include="Laser.cpp" />
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<ClCompile Include="lib\GameManager.cpp" />
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<ClCompile Include="lib\Laser.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="Player.cpp" />
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<ClCompile Include="lib\Player.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Inputs.h" />
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<ClInclude Include="Laser.h" />
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<ClInclude Include="main.h" />
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<ClInclude Include="Player.h" />
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<ClInclude Include="include\GameManager.h" />
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<ClInclude Include="include\Laser.h" />
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<ClInclude Include="include\Player.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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@@ -21,27 +21,24 @@
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<ClCompile Include="main.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="Player.cpp">
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<ClCompile Include="lib\Player.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="Inputs.cpp">
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<ClCompile Include="lib\Laser.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="Laser.cpp">
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<ClCompile Include="lib\GameManager.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="main.h">
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<ClInclude Include="include\Player.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Player.h">
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<ClInclude Include="include\Laser.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Inputs.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Laser.h">
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<ClInclude Include="include\GameManager.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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</ItemGroup>
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ShowAllFiles>false</ShowAllFiles>
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<ShowAllFiles>true</ShowAllFiles>
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</PropertyGroup>
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</Project>
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@@ -0,0 +1,28 @@
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#pragma once
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#include <cstdlib>
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#include <SFML/Graphics.hpp>
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#include "Player.h"
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#include "Laser.h"
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using namespace std;
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using namespace sf;
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class GameManager
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{
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public:
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GameManager();
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void run();
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void handleInputs();
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private:
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Clock _clock;
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RenderWindow _window{ VideoMode::getFullscreenModes()[0], "Space Invader", Style::Fullscreen };
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Player _player = { _window.getSize() };
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vector<Laser *> _lasers;
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};
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@@ -11,7 +11,7 @@ class Laser
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public:
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Laser();
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RectangleShape getLaser() { return _laser; }
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RectangleShape& getShape() { return _laser; }
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void setInitialPosition(Vector2f position);
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@@ -9,7 +9,7 @@ using namespace sf;
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class Player
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{
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public:
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Player(int screenSize);
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Player(Vector2u screenSize);
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CircleShape getShape() { return _shape; };
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void move(int direction);
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@@ -17,6 +17,6 @@ public:
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private:
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CircleShape _shape;
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int _screenSize;
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int _screenWidth;
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};
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@@ -0,0 +1,65 @@
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#include "GameManager.h";
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GameManager::GameManager() {
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_window.setVerticalSyncEnabled(true);
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}
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void GameManager::run() {
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while (_window.isOpen()) {
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Event event;
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while (_window.pollEvent(event)) {
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if (event.type == Event::Closed) {
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_window.close();
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}
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}
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// Handle user's inputs
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handleInputs();
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_window.clear(Color::Black);
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// Draw everything
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_window.draw(_player.getShape());
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for (vector<Laser *>::iterator it = _lasers.begin(); it < _lasers.end();) {
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_window.draw((*it)->getShape());
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(*it)->getShape().move(0, -5);
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if ((*it)->getShape().getPosition().y < -(*it)->getShape().getScale().y) {
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it = _lasers.erase(it);
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continue;
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}
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++it;
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}
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_window.display();
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}
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}
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void GameManager::handleInputs() {
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// Player movements
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if (Keyboard::isKeyPressed(Keyboard::Left) || Keyboard::isKeyPressed(Keyboard::Q)) {
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_player.move(-1);
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}
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if (Keyboard::isKeyPressed(Keyboard::Right) || Keyboard::isKeyPressed(Keyboard::D)) {
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_player.move(1);
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}
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if (Keyboard::isKeyPressed(Keyboard::Space)) {
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if (_clock.getElapsedTime().asMilliseconds() > 500) {
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const Vector2f playerPos = _player.getShape().getPosition();
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const float playerRadius = _player.getShape().getRadius();
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Laser* laser = new Laser();
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laser->setInitialPosition(Vector2f(playerPos.x + playerRadius, playerPos.y - playerRadius));
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_lasers.push_back(laser);
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_clock.restart();
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}
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}
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}
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@@ -2,7 +2,7 @@
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Laser::Laser()
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{
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_laser = RectangleShape(Vector2f(2, 20));
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_laser = RectangleShape(Vector2f(4, 30));
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_laser.setFillColor(Color::White);
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}
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@@ -1,18 +1,18 @@
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#include "Player.h";
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Player::Player(int screenSize): _screenSize(screenSize) {
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_shape = CircleShape(20, 3);
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Player::Player(Vector2u screenSize): _screenWidth(screenSize.x) {
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_shape = CircleShape(40, 3);
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_shape.setFillColor(Color(52, 252, 5));
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_shape.setPosition(Vector2f(_screenSize / 2, _screenSize - _shape.getScale().y - 50));
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_shape.setPosition(_screenWidth / 2.f, screenSize.y - _shape.getScale().y - 50);
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}
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void Player::move(int direction) {
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float max = _screenSize - (_shape.getRadius() * 2);
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float max = _screenWidth - (_shape.getRadius() * 2);
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float result = 5 * direction;
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// Prevent leaving the window
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if (_shape.getPosition().x + result < 0 || _shape.getPosition().x + result > max) {
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result = 0;
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result = 0;
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}
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_shape.move(result, 0);
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@@ -1,51 +1,16 @@
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#include "main.h";
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using namespace std;
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#include <iostream>
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#include "GameManager.h"
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int main()
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{
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RenderWindow window(VideoMode(SCREEN_SIZE, SCREEN_SIZE), "Space Invader", Style::Titlebar | Style::Close);
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window.setFramerateLimit(60);
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window.setVerticalSyncEnabled(true);
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cout << "Starting game..." << endl;
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GameManager gameManager;
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Player player(SCREEN_SIZE);
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vector<RectangleShape> lasers;
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Inputs inputs(player, lasers);
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while (window.isOpen())
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{
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Event event;
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while (window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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{
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window.close();
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}
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}
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// Handle user's inputs
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inputs.HandleInputs();
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window.clear(Color::Black);
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// Draw everything
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window.draw(player.getShape());
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for (vector<RectangleShape>::iterator it = lasers.begin(); it < lasers.end();) {
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window.draw(*it);
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it->move(0, -5);
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if (it->getPosition().y < -it->getScale().y) {
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it = lasers.erase(it);
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}
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else {
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lasers[distance(lasers.begin(), it)] = *it;
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++it;
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}
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}
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// Display window
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window.display();
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}
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cout << "Game started." << endl;
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gameManager.run();
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return 0;
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}
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