feat(shield): added shields
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+54
-1
@@ -2,6 +2,13 @@
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GameManager::GameManager() {
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_window.setVerticalSyncEnabled(true);
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for (int i = 0; i < 4; i++) {
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Shield* shield = new Shield(_window);
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shield->setPosition(Vector2f(_window.getSize().x / 4.25 * i, _window.getSize().y * 0.9));
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_shields.push_back(shield);
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}
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}
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void GameManager::run() {
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@@ -22,12 +29,17 @@ void GameManager::run() {
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// Draw everything
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_window.draw(_player.getShape());
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for (auto shield : _shields) {
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_window.draw(shield->getShape());
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}
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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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delete* it;
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it = _lasers.erase(it);
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continue;
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}
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@@ -35,11 +47,18 @@ void GameManager::run() {
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++it;
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}
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handleLasersCollision();
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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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// Exit event
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if (Keyboard::isKeyPressed(Keyboard::Escape)) {
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_window.close();
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}
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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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@@ -54,7 +73,7 @@ void GameManager::handleInputs() {
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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* laser = new Laser(_window);
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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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@@ -62,4 +81,38 @@ void GameManager::handleInputs() {
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_clock.restart();
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}
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}
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}
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void GameManager::handleLasersCollision() {
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bool restartClock = false;
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for (vector<Laser*>::iterator laserIt = _lasers.begin(); laserIt < _lasers.end();) {
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bool deleteLaser = false;
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for (vector<Shield*>::iterator shieldIt = _shields.begin(); shieldIt < _shields.end();) {
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if ((*laserIt)->getShape().getGlobalBounds().intersects((*shieldIt)->getShape().getGlobalBounds())) {
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if ((*shieldIt)->getLife() - 1 == 0) {
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delete* shieldIt;
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shieldIt = _shields.erase(shieldIt);
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}
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(*shieldIt)->decreaseLife();
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deleteLaser = true;
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break;
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}
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++shieldIt;
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}
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if (deleteLaser) {
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delete* laserIt;
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laserIt = _lasers.erase(laserIt);
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restartClock = true;
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continue;
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}
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++laserIt;
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}
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if (restartClock) {
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_clock.restart();
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}
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}
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