Dodanie bombera
This commit is contained in:
@@ -32,6 +32,8 @@ add_executable(LotoStatek main.cpp
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headers/Enemy.h
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headers/AdvancedEnemy.h
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sources/AdvancedEnemy.cpp
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headers/Bomber.h
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sources/Bomber.cpp
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)
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if(WIN32)
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BIN
assets/img/bullets/bomba.png
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BIN
assets/img/bullets/bomba.png
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Binary file not shown.
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After Width: | Height: | Size: 11 KiB |
BIN
assets/img/enemy/advanced_enemy.png
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BIN
assets/img/enemy/advanced_enemy.png
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Binary file not shown.
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After Width: | Height: | Size: 12 KiB |
BIN
assets/img/enemy/wiazkowiec.png
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BIN
assets/img/enemy/wiazkowiec.png
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Binary file not shown.
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After Width: | Height: | Size: 7.9 KiB |
@@ -2,6 +2,7 @@
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#define ADVANCED_ENEMY_H
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#include "Enemy.h"
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#include <cmath>
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enum class DirectionA {
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41
headers/Bomber.h
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41
headers/Bomber.h
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@@ -0,0 +1,41 @@
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//
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// Created by k on 11.12.2024.
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//
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#ifndef BOMBER_H
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#define BOMBER_H
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#include "Enemy.h"
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#include "Actor.h"
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enum class DirectionB {
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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 Bomber : public Actor {
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public:
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Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture);
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void shoot() override;
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void move(float deltaX, float deltaY) override;
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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 update();
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bool isAlive() const;
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void takeDamage();
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void updateDirection();
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private:
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sf::Clock shootClock;
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sf::Texture BombaTexture;
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float movementSpeed = 2.0f;
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bool alive = true;
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DirectionB direction = DirectionB::Down;
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};
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#endif //BOMBER_H
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@@ -4,6 +4,7 @@
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#include "Meteor.h"
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#include "Enemy.h"
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#include "AdvancedEnemy.h"
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#include "Bomber.h"
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#include "RandomNumberGenerator.h"
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#include "SFML/System/Clock.hpp"
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#include "SFML/Graphics/RenderWindow.hpp"
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@@ -29,8 +30,9 @@ public:
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void update();
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void spawn_enemy();
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void setOutOfBounds(bool status);
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void spawn_advanced_enemy();
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void spawn_wiazkowiec();
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void spawn_bomber();
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private:
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Size size;
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@@ -40,17 +42,21 @@ private:
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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sf::Texture enemyBulletTexture;
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sf::Texture BombaTexture;
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sf::Texture playerTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerRocketTexture;
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sf::Texture enemyTexture;
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sf::Texture advancedEnemyTexture;
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sf::Texture BomberEnemyTexture;
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sf::Clock spawnClock;
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sf::Clock shooterSpawnClock;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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sf::Clock enemySpawnClock;
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sf::Clock AenemySpawnClock;
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sf::Clock BomberSpawnClock;
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std::vector<Meteor> meteors;
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sf::RenderWindow *window;
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};
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78
sources/Bomber.cpp
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78
sources/Bomber.cpp
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@@ -0,0 +1,78 @@
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#include "../headers/Bomber.h"
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#include "../headers/Bullet.h"
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Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
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actorSprite.setTexture(texture);
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BombaTexture = bulletTexture;
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hp = 2; // 2 punkty życia
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firerate = 2000; // Strzela co 2
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moving_speed = 2.0f; // Prędkość
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BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
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}
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void Bomber::shoot() {
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if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
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Bullet Bbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, BombaTexture);
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Bbullet.setSpeed(0.5f); // Prędkość w dół
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bullets.emplace_back(std::move(Bbullet));
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shootClock.restart();
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}
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}
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void Bomber::updateDirection() {
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// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
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if (position.y <= 0) {
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direction = DirectionB::Down;
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} else if (position.y >= 800) {
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direction = DirectionB::Up;
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}
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// logika dla kierunku lewo/prawo
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if (position.x <= 0) {
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direction = DirectionB::Right;
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} else if (position.x >= 1200) {
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direction = DirectionB::Left;
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}
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}
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void Bomber::move(float deltaX, float deltaY) {
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actorSprite.move(deltaX, deltaY);
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position.x += static_cast<int>(deltaX);
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position.y += static_cast<int>(deltaY);
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}
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void Bomber::moveLeft() { move(-moving_speed, 0.0f); }
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void Bomber::moveRight() { move(moving_speed, 0.0f); }
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void Bomber::moveUp() { move(0.0f, -moving_speed); }
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void Bomber::moveDown() { move(0.0f, moving_speed); }
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void Bomber::update() {
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// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
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updateDirection();
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switch (direction) {
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case DirectionB::Up:
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moveUp();
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break;
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case DirectionB::Down:
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moveDown();
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break;
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case DirectionB::Left:
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moveLeft();
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break;
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case DirectionB::Right:
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moveRight();
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break;
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}
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}
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bool Bomber::isAlive() const {
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return alive;
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}
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void Bomber::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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}
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}
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@@ -7,16 +7,14 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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const sf::Texture& playerTexture,
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const sf::Texture& playerBulletTexture,
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const sf::Texture& playerRocketTexture)
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: background("../assets/img/background/background.png", 2.0f),
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ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100, playerTexture, playerBulletTexture, playerRocketTexture)
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{
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: background("../assets/img/background/background.png", 2.0f),
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ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100,
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playerTexture, playerBulletTexture, playerRocketTexture) {
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window = mainWindow;
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size.height = static_cast<int>(windowHeight);
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size.width = static_cast<int>(windowWidth);
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ship.setMovingSpeed(8);
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ship.setFirerate(200);
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@@ -28,7 +26,6 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
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meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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@@ -41,6 +38,10 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
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std::cerr << "Failed to load advanced enemy texture!" << std::endl;
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exit(-1);
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}
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if (!BomberEnemyTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png")) {
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std::cerr << "Failed to load advanced enemy texture!" << std::endl;
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exit(-1);
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}
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spawnClock.restart();
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}
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@@ -83,9 +84,11 @@ void Plansza::update() {
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}
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// generowanie nowego meteoru
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spawn_meteor();
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//spawn_meteor();
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spawn_enemy();
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spawn_advanced_enemy();
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//spawn_wiazkowiec();
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spawn_bomber();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto& meteor : getMeteors()) {
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@@ -143,6 +146,7 @@ void Plansza::update() {
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}
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if (!ship.isAlive()) {
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std::cout << "Game Over! Player is dead." << std::endl;
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std::cout << "You lost the game!\n";
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@@ -216,6 +220,7 @@ void Plansza::update() {
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// Usunięcie martwych przeciwników
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if (!it->isAlive()) {
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std::cout << "Basic Enemy has been eliminated." << std::endl;
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it = enemies.erase(it);
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} else {
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++it;
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@@ -234,7 +239,21 @@ void Plansza::update() {
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++it;
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}
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}
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// std::cout << "Current AEnemies size: " << AEnemies.size() << std::endl;
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for (auto it = BEnemies.begin(); it != BEnemies.end();) {
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it->update(); // Ruch b
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it->shoot(); // Strzał przeciwnika
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window->draw(it->getSprite()); // Rysowanie na ekranie
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if (!it->isAlive()) {
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std::cout << "Bomber has been eliminated." << std::endl;
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it = BEnemies.erase(it); // Usunięcie martwych przeciwników
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} else {
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++it;
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}
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}
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// Obsługa pocisków zaawansowanych przeciwników
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for (auto& aEnemy : AEnemies) {
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for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
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@@ -247,22 +266,25 @@ void Plansza::update() {
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}
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}
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for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
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bool hit = false;
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for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
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if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship.getBullets().erase(bulletIt);
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advancedIt->takeDamage();
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hit = true;
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break;
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// Obsługa bomb
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for (auto& aEnemy : BEnemies) {
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for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
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if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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ship.takeDamage(); // Zadanie obrażeń graczowi
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it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
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} else {
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++bulletIt;
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++it;
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}
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}
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if (hit && !advancedIt->isAlive()) {
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advancedIt = AEnemies.erase(advancedIt); // Usunięcie przeciwnika AdvancedEnemy
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} else {
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++advancedIt;
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}
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for (auto& enemy : enemies) {
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enemy.shoot();
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enemy.updateBullets();
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for (auto& bullet : enemy.getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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}
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}
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@@ -274,6 +296,14 @@ void Plansza::update() {
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}
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}
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for (auto& bomberEnemy : BEnemies) {
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bomberEnemy.updateBullets(); // Obsługuje bomby
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for (auto& bullet : bomberEnemy.getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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}
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}
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for (auto& enemy : enemies) {
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for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) {
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if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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@@ -290,16 +320,7 @@ void Plansza::update() {
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}
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}
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for (auto& enemy : enemies) {
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enemy.shoot();
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enemy.updateBullets();
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for (auto& bullet : enemy.getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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}
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}
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// Usuwanie pocisków, które są poza ekranem
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// Usuwanie pocisków, które są poza ekranem srednio to dziala
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for (auto enemyIt = enemies.begin(); enemyIt != enemies.end(); ) {
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for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
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if (bulletIt->isOutOfBounds()) {
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@@ -331,6 +352,47 @@ void Plansza::update() {
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++enemyIt;
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}
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}
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for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
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bool hit = false;
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for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
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if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship.getBullets().erase(bulletIt);
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advancedIt->takeDamage();
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hit = true;
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break;
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} else {
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++bulletIt;
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}
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}
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if (hit && !advancedIt->isAlive()) {
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advancedIt = AEnemies.erase(advancedIt); // Usunięcie przeciwnika AdvancedEnemy
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} else {
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++advancedIt;
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}
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}
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for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
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bool hit = false;
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for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
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if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship.getBullets().erase(bulletIt);
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bomberIt->takeDamage();
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hit = true;
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break;
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} else {
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++bulletIt;
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}
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}
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if (hit && !bomberIt->isAlive()) {
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bomberIt = BEnemies.erase(bomberIt); // Usunięcie przeciwnika AdvancedEnemy
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} else {
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++bomberIt;
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}
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}
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//oblsuga dla rakiety
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for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
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bool hit = false;
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@@ -370,6 +432,25 @@ void Plansza::update() {
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}
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}
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for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
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bool hit = false;
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for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
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if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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rocketIt = ship.getRockets().erase(rocketIt);
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bomberIt->takeDamage();
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hit = true;
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break;
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} else {
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++rocketIt;
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}
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}
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if (hit && !bomberIt->isAlive()) {
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bomberIt = BEnemies.erase(bomberIt);
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} else {
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++bomberIt;
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}
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}
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}
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@@ -398,7 +479,7 @@ void Plansza::update_meteors() {
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}
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void Plansza::spawn_enemy() {
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if (enemySpawnClock.getElapsedTime().asSeconds() >= 6) { // Spawn co 10 sekund
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if (enemySpawnClock.getElapsedTime().asSeconds() >= 110) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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enemies.emplace_back(spawnX, -50, enemyTexture);
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@@ -408,14 +489,25 @@ void Plansza::spawn_enemy() {
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}
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void Plansza::spawn_advanced_enemy() {
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if (AenemySpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
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if (AenemySpawnClock.getElapsedTime().asSeconds() >= 100) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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AEnemies.emplace_back(spawnX, 50, advancedEnemyTexture, enemyBulletTexture);
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AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
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std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
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AenemySpawnClock.restart();
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}
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}
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void Plansza::spawn_bomber() {
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if (BomberSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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BEnemies.emplace_back(spawnX, -50, BomberEnemyTexture, BombaTexture);
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std::cout << "Spawned Bomber Enemy at X: " << spawnX << std::endl;
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BomberSpawnClock.restart();
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}
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}
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||||
|
||||
Size Plansza::getSize() {
|
||||
|
||||
Reference in New Issue
Block a user