refactor(player): clean code => Lightweight
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+2
-2
@@ -12,8 +12,8 @@ void Inputs::HandleInputs() {
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if (Keyboard::isKeyPressed(Keyboard::Space)) {
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if (Keyboard::isKeyPressed(Keyboard::Space)) {
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if (_clock.getElapsedTime().asMilliseconds() > 500) {
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if (_clock.getElapsedTime().asMilliseconds() > 500) {
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const Vector2f playerPos = _player.PlayerShape.getPosition();
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const Vector2f playerPos = _player.getShape().getPosition();
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const float playerRadius = _player.PlayerShape.getRadius();
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const float playerRadius = _player.getShape().getRadius();
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Laser laser;
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Laser laser;
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laser.setInitialPosition(Vector2f(playerPos.x + playerRadius, playerPos.y - playerRadius));
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laser.setInitialPosition(Vector2f(playerPos.x + playerRadius, playerPos.y - playerRadius));
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+11
-17
@@ -1,25 +1,19 @@
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#include "Player.h";
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#include "Player.h";
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void Player::drawPlayer() {
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Player::Player(int screenSize): _screenSize(screenSize) {
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PlayerShape.setFillColor(Color(52, 252, 5));
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_shape = CircleShape(20, 3);
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PlayerShape.setPosition(Vector2f(_window.getSize().x / 2 + _x, _window.getSize().y - PlayerShape.getScale().y - 50));
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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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_window.draw(PlayerShape);
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}
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}
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void Player::move(int direction) {
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void Player::move(int direction) {
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int result = _x + _velocity * direction;
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float max = _screenSize - (_shape.getRadius() * 2);
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float result = 5 * direction;
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int minX = _window.getSize().x / 2 * -1;
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// Prevent leaving the window
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int maxX = _window.getSize().x / 2 - ((int)PlayerShape.getRadius() * 2);
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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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}
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if (result < minX) {
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_shape.move(result, 0);
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result = minX;
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}
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else if (result > maxX) {
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result = maxX;
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}
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else {
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_x = result;
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}
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}
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}
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@@ -9,16 +9,14 @@ using namespace sf;
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class Player
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class Player
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{
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{
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public:
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public:
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Player(RenderWindow& window): _window(window) {}
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Player(int screenSize);
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CircleShape PlayerShape = CircleShape(20, 3);
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CircleShape getShape() { return _shape; };
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void drawPlayer();
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void move(int direction);
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void move(int direction);
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private:
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private:
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int _x = 0;
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CircleShape _shape;
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int _velocity = 7;
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RenderWindow& _window;
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int _screenSize;
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};
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};
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+11
@@ -0,0 +1,11 @@
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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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@@ -2,11 +2,11 @@
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int main()
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int main()
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{
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{
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RenderWindow window(VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Space Invader", Style::Titlebar | Style::Close);
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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.setFramerateLimit(60);
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window.setVerticalSyncEnabled(true);
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window.setVerticalSyncEnabled(true);
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Player player(window);
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Player player(SCREEN_SIZE);
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vector<RectangleShape> lasers;
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vector<RectangleShape> lasers;
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Inputs inputs(player, lasers);
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Inputs inputs(player, lasers);
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@@ -28,7 +28,7 @@ int main()
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window.clear(Color::Black);
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window.clear(Color::Black);
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// Draw everything
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// Draw everything
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player.drawPlayer();
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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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for (vector<RectangleShape>::iterator it = lasers.begin(); it < lasers.end();) {
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window.draw(*it);
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window.draw(*it);
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