Merge branch 'BossV1'
# Conflicts: # CMakeLists.txt # headers/Plansza.h # sources/Plansza.cpp
This commit is contained in:
72
headers/Boss.h
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72
headers/Boss.h
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#ifndef BOSS_H
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#define BOSS_H
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#include "Actor.h"
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#include "Bullet.h"
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#include "Beam.h"
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#include <vector>
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#include <SFML/Graphics.hpp>
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enum class BossDirection {
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Up,
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Down,
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Left,
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Right
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};
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class Boss : public Actor {
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public:
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Boss(int x, int y, const sf::Texture &bossTexture, const sf::Texture &bulletTexture, sf::Texture BombaTexture,
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sf::RenderWindow *window);
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void setPlanszaHeight(int height, int width);
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void moveLeft() override;
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void moveRight() override;
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void moveUp() override;
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void moveDown() override;
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void shoot() override;
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void dropBomb();
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void shootLaser();
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void move(float deltaX, float deltaY) override;
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void update();
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void takeDamage();
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bool isAlive() const;
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std::vector<Bullet>& getBullets() { return bullets; }
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std::vector<Bullet>& getBombs() { return bombs; }
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bool isShooting() const { return laserBeam != nullptr; }
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Beam* getBeam() const { return laserBeam; }
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private:
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float movementSpeed = 5.5f;
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BossDirection direction = BossDirection::Down;
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sf::Clock shootClock;
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sf::Clock bombClock;
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sf::Clock laserClock;
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sf::Clock directionClock;
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sf::Clock beamDurationClock;
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float beamDuration = 1.0f;
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sf::Texture bulletTexture;
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sf::Texture BombaTexture;
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sf::Texture beamTexture;
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sf::RenderWindow* window;
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Beam* laserBeam = nullptr;
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std::vector<Bullet> bullets;
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std::vector<Bullet> bombs;
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int planszaHeight = 800;
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int planszaWidth = 600;
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bool isStationary = false;
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void setRandomDirection();
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void handleBounds();
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};
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#endif // BOSS_H
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@@ -18,6 +18,7 @@
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#include "PowerUp.h"
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#include "Debuff.h"
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#include "Size.h"
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#include "Boss.h"
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enum ships{
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nova,
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@@ -53,16 +54,17 @@ public:
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void spawn_enemy();
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void spawn_advanced_enemy();
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void spawn_wiazkowiec();
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void spawn_boss();
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void spawn_bomber();
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void spawn_kamikadze();
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~Plansza() {
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delete ship; // usuwanie wskaźnika ship
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delete ship;
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delete boss;
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}
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static ships selectedShip;
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static unsigned int score;
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sf::Font font;
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private:
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Background background;
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AudioManager audioManager;
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@@ -100,6 +102,7 @@ private:
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sf::Texture advancedEnemyTexture;
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sf::Texture BomberEnemyTexture;
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sf::Texture BombaTexture;
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sf::Texture BossTexture;
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sf::Texture KamikadzeTexture;
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sf::Texture WiazkowiecTexture;
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sf::Texture WiazkaTexture;
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@@ -127,7 +130,13 @@ private:
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std::vector<Debuff> debuffs;
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// Zmienne prymitywne
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Boss* boss = nullptr; // Wskaźnik na bossa
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sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
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unsigned int nextBossScoreThreshold = 1; // Próg punktowy dla spawnu bossa
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bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
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bool gameOver = false;
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// Używane do powerup i debuff flagi
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struct {
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bool movingSpeed = false;
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bool firerate = false;
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