Mines and missiles have limited ammo now. I've also added a HUD. It's just text and it uses a TTF rather than a bitmap font. Bitmap fonts seem to be difficult in SFML. Supposedly, vertex arrays solve this problem but I haven't tried them yet.
I think I solved the problems with car physics and collision which is to keep track of the car's position of the previous frame. Up until now, I've been using an object's velocity to handle directional collisions.
Camera now moves based on the position of the player's car in relation to the screen. The further it is from the bottom, the faster the camera and the car moves, just like in the original Spy Hunter.
The dungeon crawler project got too complex, so I decided to abandon it for now. I decided to make a clone of one of my all time favorite arcade games, Spy Hunter.