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 | #include "Bullet.h"
 
using namespace std;
using namespace sf;
 
Bullet::Bullet(float Initial_X, float Initial_Y, float angle, RenderWindow *APP)
{
    vitesse=10;
    BulletPosition.x=Initial_X;
    BulletPosition.y=Initial_Y;
    BulletSprite=Shape::Circle(BulletPosition.x,BulletPosition.y,5,Color::Black);
    BulletSprite.SetCenter(BulletSprite.GetScale().x/2,BulletSprite.GetScale().y/2);
    BulletSprite.SetRotation(angle);
    WinWidth=APP->GetWidth();
    WinHeight=APP->GetHeight();
}
//Shape Circle = Shape::Circle(X, Y, Rayon, Couleur, [Bordure], [CouleurBordure]);
 
void Bullet::UpdatePosition()
{
    vx=cos(BulletSprite.GetRotation()*M_PI/180) * vitesse;
 vy=sin(BulletSprite.GetRotation()*M_PI/180) * vitesse;
 
    BulletSprite.Move(vx,vy);
 
}
 
bool Bullet::CIO()//CheckIfOut
{
 
 if(static_cast<unsigned int>(BulletPosition.x) < 0 && 
static_cast<unsigned int>(BulletPosition.x) > WinWidth &&
static_cast<unsigned int>(BulletPosition.y) < 0 &&
static_cast<unsigned int>(BulletPosition.Y) >WinHeight)
 {
     cout<<"Bullet out of map"<<endl;
return true;
 
 }
 else
 {
 
  return false;
 
 }
}
 
Shape Bullet::GetBulletSprite() const
{
 return BulletSprite;
}
 
Bullet::~Bullet()
{
 
} | 
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