Created
October 9, 2025 08:34
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| #include <SFML/Graphics.hpp> | |
| #include <vector> | |
| // --- helper functions -------------------------------------------------------- | |
| void handlePlayerInput(sf::Sprite& player) | |
| { | |
| const float speed = 5.f; | |
| if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) | |
| player.move(-speed, 0); | |
| if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) | |
| player.move(speed, 0); | |
| if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) | |
| player.move(0, -speed); | |
| if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) | |
| player.move(0, speed); | |
| } | |
| void updateEnemies(std::vector<sf::Sprite>& enemies, float delta) | |
| { | |
| for (auto& e : enemies) | |
| e.move(0, 100.f * delta); | |
| } | |
| void detectCollisions(sf::Sprite& player, | |
| std::vector<sf::Sprite>& enemies, | |
| const sf::Texture& explosionTex) | |
| { | |
| for (auto& e : enemies) | |
| if (player.getGlobalBounds().intersects(e.getGlobalBounds())) | |
| e.setTexture(explosionTex); | |
| } | |
| void renderFrame(sf::RenderWindow& window, | |
| sf::Sprite& player, | |
| const std::vector<sf::Sprite>& enemies) | |
| { | |
| window.clear(sf::Color::Black); | |
| window.draw(player); | |
| for (auto& e : enemies) | |
| window.draw(e); | |
| window.display(); | |
| } | |
| // --- clean update function --------------------------------------------------- | |
| void updateGameWorld(sf::RenderWindow& window, | |
| sf::Sprite& player, | |
| std::vector<sf::Sprite>& enemies, | |
| const sf::Texture& explosionTex, | |
| float deltaTime) | |
| { | |
| handlePlayerInput(player); | |
| updateEnemies(enemies, deltaTime); | |
| detectCollisions(player, enemies, explosionTex); | |
| renderFrame(window, player, enemies); | |
| } |
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