balls now spawn moving in more vertical directions
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e8800392ec
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56e6a5c412
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@ -4,7 +4,7 @@ playerStartPos 900 900
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playerSize 500 10
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playerSize 500 10
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playerSpeed 5
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playerSpeed 8
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playerColor 1 1 1
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playerColor 1 1 1
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@ -23,22 +23,22 @@ sf::Vector2f velocityInRandomDir(const float speed_in)
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// start moving straight side to side or up and down
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// start moving straight side to side or up and down
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if (upOrDown && leftOrRight)
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if (upOrDown && leftOrRight)
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{// up left
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{// up left
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const sf::Angle angle = sf::degrees((float)Random::get(195, 255));
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const sf::Angle angle = sf::degrees((float)Random::get(220, 255));
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return sf::Vector2f{speed_in * std::cos(angle.asRadians()), speed_in * std::sin(angle.asRadians())};
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return sf::Vector2f{speed_in * std::cos(angle.asRadians()), speed_in * std::sin(angle.asRadians())};
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}
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}
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else if (upOrDown && !leftOrRight)
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else if (upOrDown && !leftOrRight)
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{// up right
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{// up right
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const sf::Angle angle = sf::degrees((float)Random::get(285, 355));
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const sf::Angle angle = sf::degrees((float)Random::get(285, 315));
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return sf::Vector2f{speed_in * std::cos(angle.asRadians()), speed_in * std::sin(angle.asRadians())};
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return sf::Vector2f{speed_in * std::cos(angle.asRadians()), speed_in * std::sin(angle.asRadians())};
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}
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}
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else if (!upOrDown && leftOrRight)
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else if (!upOrDown && leftOrRight)
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{// down left
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{// down left
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const sf::Angle angle = sf::degrees((float)Random::get(105, 165));
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const sf::Angle angle = sf::degrees((float)Random::get(105, 130));
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return sf::Vector2f{speed_in * std::cos(angle.asRadians()), speed_in * std::sin(angle.asRadians())};
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return sf::Vector2f{speed_in * std::cos(angle.asRadians()), speed_in * std::sin(angle.asRadians())};
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}
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}
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else if (!upOrDown && !leftOrRight)
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else if (!upOrDown && !leftOrRight)
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{// down right
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{// down right
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const sf::Angle angle = sf::degrees((float)Random::get(15, 75));
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const sf::Angle angle = sf::degrees((float)Random::get(30, 75));
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return sf::Vector2f{speed_in * std::cos(angle.asRadians()), speed_in * std::sin(angle.asRadians())};
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return sf::Vector2f{speed_in * std::cos(angle.asRadians()), speed_in * std::sin(angle.asRadians())};
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}
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}
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