[Added] Start of enemies

This commit is contained in:
Ninjaws
2024-12-16 22:27:06 +01:00
parent 5af531a08b
commit e8c78770b5
17 changed files with 580 additions and 101 deletions
-1
View File
@@ -3,7 +3,6 @@
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
#include "entities/PBullet.h"
class Crate {
public:
+223
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@@ -0,0 +1,223 @@
#ifndef ENEMY_H
#define ENEMY_H
#include "raylib.h"
#include "services/MapService.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
#include <cmath>
class Enemy
{
public:
Enemy()
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::ENEMY), {32, 32});
this->gunRight = TextureWrapper(AssetService::getInstance().getSprite(ESprite::ENEMY_GUN_RIGHT), {97, 27});
this->gunLeft = TextureWrapper(AssetService::getInstance().getSprite(ESprite::ENEMY_GUN_LEFT), {97, 27});
prevFrame = GetTime();
/** Randomizes between 0 and 1 (+1 to get Left and Right in directions), so they dont all move in the same direction */
int randDir = (int)((int)(GetTime() * 1000000) % 2);
spriteAnimation = {0, randDir + 1};
health = maxHealth;
}
Enemy(Vector2 startPos)
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::ENEMY), {32, 32}, startPos);
prevFrame = GetTime();
int randDir = (int)((int)(GetTime() * 1000000) % 2);
spriteAnimation = {0, randDir + 1};
health = maxHealth;
}
void logic()
{
if (health == 0)
{
fall();
}
else
{
walk();
checkForCollision();
animate();
// if (!hasCollided)
// {
// }
}
texture.move(velocity);
}
void draw()
{
drawGun();
drawHealthBar();
DrawTextureRec(this->texture.getTexture(), this->texture.getSourceRect(), this->texture.getPosition(), WHITE);
}
TextureWrapper &getObject()
{
return this->texture;
}
u_int8_t getHealth()
{
return this->health;
}
void takeDamage()
{
this->health = std::max(health - 1, 0);
}
private:
TextureWrapper texture;
TextureWrapper gunLeft;
TextureWrapper gunRight;
u_int8_t health;
u_int8_t maxHealth = 5;
Vector2 velocity = {0, 0};
float spottingRange = 300; // From how far away enemies can spot the player
float gravity = 0.6f;
float moveSpeed = 1.5f;
float animationDelay = 0.2f; // In seconds
double prevFrame; // Time since the last frame
bool hasCollided = false;
Vector2i spriteAnimation; // Keeps track of (1) Sprite cycling and (2) Enemy direction
enum Direction
{
Down,
Left,
Right,
Up
}; // Used in conjuction with spriteAnimation, makes sure sprite direction matches with enemy direction
void walk()
{
if (spriteAnimation.y == Left)
{
velocity.x = -moveSpeed;
}
else
{
velocity.x = moveSpeed;
}
}
void checkForCollision()
{
std::vector corners = getCorners();
std::vector<std::vector<int>> colMap = MapService::getInstance().getMap().getColMap();
hasCollided = false;
if (colMap[corners[2].y][corners[2].x] == 0 || colMap[corners[3].y][corners[3].x] == 0) // No ground below enemy
{
hasCollided = true;
}
else if (colMap[corners[0].y][corners[0].x] == 1 || colMap[corners[1].y][corners[1].x] == 1)
{
hasCollided = true;
}
if (hasCollided)
{
if (spriteAnimation.y == Left)
spriteAnimation.y = Right;
else
spriteAnimation.y = Left;
velocity.x *= -1;
}
}
std::vector<Vector2i> getCorners()
{
float bottom = texture.getPosition().y + texture.getSize().y + velocity.y;
float left = texture.getPosition().x + velocity.x;
float right = texture.getPosition().x + texture.getSize().x + velocity.x;
float top = texture.getPosition().y + velocity.y;
int tileSize = MapService::getInstance().getMap().getTileSize();
// Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
// Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
Vector2i leftCenter = Vector2i((int)left / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
// Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
// Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
Vector2i rightCenter = Vector2i((int)right / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
std::vector<Vector2i> corners;
corners.push_back(leftCenter);
corners.push_back(rightCenter);
// corners.push_back(leftBottom);
// corners.push_back(rightTop);
// corners.push_back(rightBottom);
corners.push_back(bottomLeft);
corners.push_back(bottomRight);
return corners;
}
void animate()
{
if (GetTime() - prevFrame > animationDelay || hasCollided)
{
spriteAnimation.x = std::fmod(spriteAnimation.x + 1, 3);
Rectangle sourceRect = this->texture.getSourceRect();
sourceRect.x = spriteAnimation.x * this->texture.getSize().x;
sourceRect.y = spriteAnimation.y * this->texture.getSize().y;
// sourceRect.x = std::fmod(sourceRect.x, 3 * this->texture.getSize().x);
this->texture.setSourceRect(sourceRect);
prevFrame = GetTime();
}
}
void drawHealthBar()
{
float barLength = (this->texture.getSize().x / maxHealth) * health;
DrawRectangle(this->texture.getPosition().x, this->texture.getPosition().y - 12.0f, barLength, 3, RED);
}
void drawGun()
{
if (this->spriteAnimation.y == Right)
{
DrawTexturePro(
this->gunRight.getTexture(),
{0, 0, this->gunRight.getSize().x, this->gunRight.getSize().y},
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
this->gunRight.getSize().x,
this->gunRight.getSize().y},
{this->gunRight.getSize().x / 3.0f, this->gunRight.getSize().y / 2.0f},
this->gunRight.getRotation(),
WHITE);
}
else if (this->spriteAnimation.y == Left)
{
DrawTexturePro(
this->gunLeft.getTexture(),
{0, 0, this->gunLeft.getSize().x, this->gunLeft.getSize().y},
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
this->gunLeft.getSize().x,
this->gunLeft.getSize().y},
{this->gunLeft.getSize().x - this->gunLeft.getSize().x / 3.0f, this->gunLeft.getSize().y / 2.0f},
this->gunLeft.getRotation(),
WHITE);
}
}
void fall()
{
velocity.y += gravity;
}
};
#endif
+48
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@@ -0,0 +1,48 @@
#ifndef FLAG_H
#define FLAG_H
#include "raylib.h"
#include "services/AssetService.h"
#include "services/StateService.h"
#include "entities/TextureWrapper.h"
class Flag
{
public:
Flag()
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::FLAG), {40, 40});
}
Flag(Vector2 startPos)
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::FLAG), {40, 40}, startPos);
}
void logic()
{
if (touched)
{
StateService::getInstance().setScreen(EScreen::VICTORY);
}
}
void draw()
{
DrawTextureEx(texture.getTexture(), texture.getPosition(), 0.0f, texture.getSize().x/texture.getTexture().width, WHITE);
}
TextureWrapper &getObject()
{
return this->texture;
}
void setTouched(bool touched) {
this->touched = touched;
}
private:
TextureWrapper texture;
bool touched = false; // Whether the player has touched the flag
};
#endif
+11 -6
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@@ -9,6 +9,7 @@
#include "services/InputService.h"
#include "services/GameService.h"
#include "services/CollectableService.h"
#include "services/EnemyService.h"
#include "entities/Player.h"
#include "entities/Text.h"
#include "entities/Bullet.h"
@@ -54,6 +55,7 @@ public:
initHud();
initPauseScreen();
initGameOverScreen();
EnemyService::getInstance().initEnemies();
InputService::getInstance().setKeysToWatch({KEY_A, KEY_W, KEY_S, KEY_D, KEY_ENTER}, {MOUSE_BUTTON_LEFT});
AudioService::getInstance().setMusic(EMusic::GAME);
@@ -89,8 +91,10 @@ public:
GameService::getInstance().bulletLogic();
CollectableService::getInstance().collectableLogic();
EnemyService::getInstance().enemyLogic();
this->player.logic();
if (this->player.getTexture().getPosition().x > (StateService::getInstance().getScreenSize().x / 2.0f) &&
if (this->player.getTexture().getPosition().x > (StateService::getInstance().getScreenSize().x / 2.0f) &&
this->player.getTexture().getPosition().x + (StateService::getInstance().getScreenSize().x / 2.0f) < background.getBackgroundSize().x)
{
GameService::getInstance().getCamera().offset = {(StateService::getInstance().getScreenSize().x / 2.0f) + ((StateService::getInstance().getScreenSize().x / 2.0f) - this->player.getTexture().getPosition().x), StateService::getInstance().getScreenSize().y / 2.0f};
@@ -112,6 +116,7 @@ public:
GameService::getInstance().drawBullets();
this->map.draw();
CollectableService::getInstance().drawCollectables();
EnemyService::getInstance().drawEnemies();
this->player.draw();
EndMode2D();
@@ -130,11 +135,11 @@ public:
}
private:
// Camera2D camera;
Background background;
Map map;
Player player;
TextureWrapper crosshair;
std::vector<Enemy> enemies;
std::vector<Text> pauseScreenButtons;
int hoveredPauseScreenButton = 0;
@@ -143,13 +148,13 @@ private:
std::vector<Text> gameOverScreenButtons;
int hoveredGameOverScreenButton = 0;
// Font hudJellyFont;
Text hudJellyText;
TextureWrapper hudJellyTexture;
void initHud() {
hudJellyTexture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::JELLY),{32,32},{500,5});
hudJellyText = Text("0/3",EFont::SANSATION,30,0,RED,{hudJellyTexture.getPosition().x + hudJellyTexture.getSize().x*1.5f, hudJellyTexture.getPosition().y+5});
void initHud()
{
hudJellyTexture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::JELLY), {32, 32}, {500, 5});
hudJellyText = Text("0/3", EFont::SANSATION, 30, 0, RED, {hudJellyTexture.getPosition().x + hudJellyTexture.getSize().x * 1.5f, hudJellyTexture.getPosition().y + 5});
}
void initPauseScreen()
+17
View File
@@ -3,6 +3,7 @@
#include "services/CollectableService.h"
#include "services/AssetService.h"
#include "services/EnemyService.h"
#include "entities/Bullet.h"
#include <iostream>
@@ -29,6 +30,22 @@ private:
this->hasCollided = true;
}
}
for (auto &enemy : EnemyService::getInstance().getEnemies())
{
/** If the enemy is already falling of the map, dont allow bullets to hit it anymore */
if(enemy.getHealth() == 0)
continue;
if(this->position.x + this->size > enemy.getObject().getPosition().x && this->position.x-this->size < enemy.getObject().getPosition().x + enemy.getObject().getSize().x &&
this->position.y + this->size > enemy.getObject().getPosition().y && this->position.y-this->size < enemy.getObject().getPosition().y + enemy.getObject().getSize().y) {
enemy.takeDamage();
if(enemy.getHealth() == 0) {
AssetService::getInstance().playSound(ESound::ENEMY_DEFEATED);
}
this->hasCollided = true;
}
}
}
};
+40 -28
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@@ -28,7 +28,7 @@ public:
this->prevShot = GetTime();
this->health = max_health;
}
~Player()
{
}
@@ -82,28 +82,28 @@ private:
float jumpPower = 7.2f;
float moveSpeed = 5.0f;
float gravity = 0.6f;
float animationDelay = 0.2f; // In seconds
double prevFrame; // Time since the last frame
Vector2i spriteAnimation; // Keeps track of (1) Sprite cycling and (2) Player direction
float animationDelay = 0.2f; // In seconds
double prevFrame; // Time since the last frame
Vector2i spriteAnimation; // Keeps track of (1) Sprite cycling and (2) Player direction
enum Direction
{
Down,
Left,
Right,
Up
}; // Used in conjuction with spriteAnimation, makes sure sprite direction matches with player direction
}; // Used in conjuction with spriteAnimation, makes sure sprite direction matches with player direction
std::vector<Vector2i> tiles; // Holds eight points of the player for accurate collision
std::vector<unsigned int> timesCollision; // Holds the amount of times the player has collided with a tile, and which corner of the player is touching a tile
bool groundCollision; // Keeps track of whether or not the player has collided with the ground
bool crateTopCollision; // Whether the player is standing on top of a crate
uint8_t ammo; // Current ammo of the player
uint8_t max_ammo = 100; // Max ammo of the player
float firingRate = 0.2f; // Delay in seconds
double prevShot; // The last time the player fired a bullet
uint8_t health; // Current health of the player
uint8_t max_health = 10; // Max health of the player
uint8_t ammo; // Current ammo of the player
uint8_t max_ammo = 100; // Max ammo of the player
float firingRate = 0.2f; // Delay in seconds
double prevShot; // The last time the player fired a bullet
uint8_t health; // Current health of the player
uint8_t max_health = 10; // Max health of the player
bool gainedPowerup = false;
void applyGravity()
@@ -301,9 +301,9 @@ private:
/** Check for collisions with ammo packs */
for (auto &ammoPack : CollectableService::getInstance().getAmmoPacks())
{
if (this->texture.getPosition().x + this->texture.getSize().x > ammoPack.getObject().getPosition().x &&
this->texture.getPosition().x < ammoPack.getObject().getPosition().x + ammoPack.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> ammoPack.getObject().getPosition().y &&
if (this->texture.getPosition().x + this->texture.getSize().x > ammoPack.getObject().getPosition().x &&
this->texture.getPosition().x<ammoPack.getObject().getPosition().x + ammoPack.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> ammoPack.getObject().getPosition().y &&
this->texture.getPosition().y < ammoPack.getObject().getPosition().y + ammoPack.getObject().getSize().y)
{
ammoPack.setPickedUp(true);
@@ -315,35 +315,47 @@ private:
/** Check for collisions with health packs */
for (auto &healthPack : CollectableService::getInstance().getHealthPacks())
{
if (this->texture.getPosition().x + this->texture.getSize().x > healthPack.getObject().getPosition().x &&
this->texture.getPosition().x < healthPack.getObject().getPosition().x + healthPack.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> healthPack.getObject().getPosition().y &&
if (this->texture.getPosition().x + this->texture.getSize().x > healthPack.getObject().getPosition().x &&
this->texture.getPosition().x<healthPack.getObject().getPosition().x + healthPack.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> healthPack.getObject().getPosition().y &&
this->texture.getPosition().y < healthPack.getObject().getPosition().y + healthPack.getObject().getSize().y)
{
if(health < max_health) {
if (health < max_health)
{
healthPack.setPickedUp(true);
AssetService::getInstance().playSound(ESound::HEAL_PICKUP);
health = std::max(health+healthPack.getHealAmount(),(int)max_health);
health = std::max(health + healthPack.getHealAmount(), (int)max_health);
}
}
}
for (auto &powerup : CollectableService::getInstance().getPowerups())
/** Checks for collisions with powerups */
for (auto &powerup : CollectableService::getInstance().getPowerups())
{
if (this->texture.getPosition().x + this->texture.getSize().x > powerup.getObject().getPosition().x &&
this->texture.getPosition().x < powerup.getObject().getPosition().x + powerup.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> powerup.getObject().getPosition().y &&
if (this->texture.getPosition().x + this->texture.getSize().x > powerup.getObject().getPosition().x &&
this->texture.getPosition().x<powerup.getObject().getPosition().x + powerup.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> powerup.getObject().getPosition().y &&
this->texture.getPosition().y < powerup.getObject().getPosition().y + powerup.getObject().getSize().y)
{
// if(health < max_health) {
powerup.setPickedUp(true);
AssetService::getInstance().playSound(ESound::POWERUP);
jumpPower += powerup.getExtraJumpPower();
gainedPowerup = true;
// health = std::max(health+powerup.getHealAmount(),(int)max_health);
powerup.setPickedUp(true);
AssetService::getInstance().playSound(ESound::POWERUP);
jumpPower += powerup.getExtraJumpPower();
gainedPowerup = true;
// health = std::max(health+powerup.getHealAmount(),(int)max_health);
// }
}
}
/** Checks for collisions with the finish flag */
auto &flag = CollectableService::getInstance().getFlag();
if (this->texture.getPosition().x + this->texture.getSize().x > flag.getObject().getPosition().x &&
this->texture.getPosition().x<flag.getObject().getPosition().x + flag.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> flag.getObject().getPosition().y &&
this->texture.getPosition().y < flag.getObject().getPosition().y + flag.getObject().getSize().y)
{
flag.setTouched(true);
}
}
void outofboundsCheck()
-1
View File
@@ -15,7 +15,6 @@ class TextureWrapper {
this->sourceRect = sourceRect;
}
~TextureWrapper() {
}
Texture2D getTexture() {
+2 -1
View File
@@ -16,7 +16,8 @@ enum class ESprite {
HUD_HEART,
HUD_HEART_EMPTY,
HUD_AMMO,
CROSSHAIR
CROSSHAIR,
FLAG,
};
#endif
-33
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@@ -1,33 +0,0 @@
#ifndef GAME_OVER_SCREEN_H
#define GAME_OVER_SCREEN_H
#include "screens/Screen.h"
#include "raylib.h"
#include "services/AudioService.h"
class GameOverScreen : public Screen
{
public:
GameOverScreen()
{
AudioService::getInstance().setMusic(EMusic::GAME_OVER);
AudioService::getInstance().playMusic();
}
void logic() override
{
}
void draw() override
{
BeginDrawing();
// ClearBackground((Color){255,0,0,100});
DrawRectangle(0, 0, 640, 544, (Color){255,0,0,65});
EndDrawing();
}
private:
};
#endif
+28
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@@ -0,0 +1,28 @@
#ifndef VICTORY_SCREEN_H
#define VICTORY_SCREEN_H
#include "raylib.h"
#include "screens/Screen.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
#include "entities/Text.h"
#include "entities/Background.h"
#include <vector>
class VictoryScreen : public Screen
{
public:
VictoryScreen();
void logic() override;
void draw() override;
private:
std::vector<Text> text;
std::vector<TextureWrapper> textures;
std::vector<Text> buttons;
int hoveredButton = 0;
Background background;
};
#endif
+17 -1
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@@ -6,13 +6,16 @@
#include "services/MapService.h"
#include "entities/Vector2i.h"
#include "entities/Crate.h"
#include "entities/PBullet.h"
#include "entities/Jelly.h"
#include "entities/AmmoPack.h"
#include "entities/HealthPack.h"
#include "entities/Powerup.h"
#include "entities/Flag.h"
#include <vector>
/**
* Service that manages the collectables (jellies), consumables (Ammo, health, powerups), and the finish flag
*/
class CollectableService : public Service<CollectableService>
{
public:
@@ -23,6 +26,7 @@ public:
initAmmoPacks();
initHealthPacks();
initPowerups();
initFlag();
}
void collectableLogic()
@@ -32,6 +36,7 @@ public:
ammoPackLogic();
healthPackLogic();
powerupLogic();
flag.logic();
}
void drawCollectables()
@@ -41,6 +46,7 @@ public:
drawAmmoPacks();
drawHealthpacks();
drawPowerups();
flag.draw();
}
std::vector<Crate> &getCrates()
@@ -62,6 +68,10 @@ public:
return this->powerUps;
}
Flag& getFlag() {
return this->flag;
}
int getMaxAmountOfJellies()
{
return this->amountOfCrates;
@@ -82,6 +92,7 @@ private:
std::vector<HealthPack> healthPacks;
std::vector<Jelly> jellies;
std::vector<Powerup> powerUps;
Flag flag;
void initCrates()
{
@@ -146,6 +157,11 @@ private:
powerUps[0].getObject().setPosition({41.0f * tileSize+8, 10.0f * tileSize-25});
}
void initFlag() {
int tileSize = MapService::getInstance().getMap().getTileSize();
this->flag = Flag({118.0f*tileSize-tileSize/2.0f, 3.0f * tileSize-8});
}
void crateLogic()
{
for (auto it = crates.begin(); it != crates.end();)
+67
View File
@@ -0,0 +1,67 @@
#ifndef ENEMY_SERVICE_H
#define ENEMY_SERVICE_H
#include "raylib.h"
#include "services/Service.h"
#include "services/AssetService.h"
#include "entities/Enemy.h"
#include <optional>
class EnemyService : public Service<EnemyService>
{
public:
void initEnemies()
{
this->enemies.clear();
const int AMNT_OF_ENEMIES = 8;
int tileSize = MapService::getInstance().getMap().getTileSize();
for (int i = 0; i < AMNT_OF_ENEMIES; i++)
{
enemies.push_back(Enemy());
}
this->enemies[0].getObject().setPosition({31.0f * tileSize, 15.0f * tileSize});
this->enemies[1].getObject().setPosition({51.0f * tileSize, 10.0f * tileSize});
this->enemies[2].getObject().setPosition({56.0f * tileSize, 5.0f * tileSize});
this->enemies[3].getObject().setPosition({78.0f * tileSize, 10.0f * tileSize});
this->enemies[4].getObject().setPosition({82.0f * tileSize, 15.0f * tileSize});
this->enemies[5].getObject().setPosition({88.0f * tileSize, 4.0f * tileSize});
this->enemies[6].getObject().setPosition({98.0f * tileSize, 11.0f * tileSize});
this->enemies[7].getObject().setPosition({103.0f * tileSize, 15.0f * tileSize});
}
void enemyLogic()
{
for (auto it = enemies.begin(); it != enemies.end();)
{
auto &enemy = *it;
if (enemy.getObject().getPosition().y < 0)
{
it = enemies.erase(it);
}
else
{
enemy.logic();
++it;
}
}
}
void drawEnemies()
{
for (int i = 0; i < enemies.size(); i++)
{
enemies[i].draw();
}
}
std::vector<Enemy> &getEnemies()
{
return this->enemies;
}
protected:
private:
std::vector<Enemy> enemies;
};
#endif
-19
View File
@@ -58,25 +58,6 @@ public:
this->playerBullets.push_back(bullet);
}
// std::list<PBullet>& getPlayerBullets() {
// return this->playerBullets;
// }
// void removeCollidedBullets()
// {
// for (auto it = playerBullets.begin(); it != playerBullets.end(); /* no increment here */)
// {
// if (it->getHasCollided())
// {
// it = playerBullets.erase(it); // Remove element and get the next valid iterator
// }
// else
// {
// ++it; // Only increment if no removal happens
// }
// }
// }
void bulletLogic()
{
for (auto it = this->playerBullets.begin(); it != this->playerBullets.end();)