Dodanie bombera

This commit is contained in:
2024-12-11 16:33:24 +01:00
parent 81b04bae0f
commit 2234e4d973
9 changed files with 255 additions and 35 deletions

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@@ -32,6 +32,8 @@ add_executable(LotoStatek main.cpp
headers/Enemy.h
headers/AdvancedEnemy.h
sources/AdvancedEnemy.cpp
headers/Bomber.h
sources/Bomber.cpp
)
if(WIN32)

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@@ -2,6 +2,7 @@
#define ADVANCED_ENEMY_H
#include "Enemy.h"
#include <cmath>
enum class DirectionA {

41
headers/Bomber.h Normal file
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@@ -0,0 +1,41 @@
//
// Created by k on 11.12.2024.
//
#ifndef BOMBER_H
#define BOMBER_H
#include "Enemy.h"
#include "Actor.h"
enum class DirectionB {
Up,
Down,
Left,
Right
};
class Bomber : public Actor {
public:
Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture);
void shoot() override;
void move(float deltaX, float deltaY) override;
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void update();
bool isAlive() const;
void takeDamage();
void updateDirection();
private:
sf::Clock shootClock;
sf::Texture BombaTexture;
float movementSpeed = 2.0f;
bool alive = true;
DirectionB direction = DirectionB::Down;
};
#endif //BOMBER_H

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@@ -4,6 +4,7 @@
#include "Meteor.h"
#include "Enemy.h"
#include "AdvancedEnemy.h"
#include "Bomber.h"
#include "RandomNumberGenerator.h"
#include "SFML/System/Clock.hpp"
#include "SFML/Graphics/RenderWindow.hpp"
@@ -29,8 +30,9 @@ public:
void update();
void spawn_enemy();
void setOutOfBounds(bool status);
void spawn_advanced_enemy();
void spawn_wiazkowiec();
void spawn_bomber();
private:
Size size;
@@ -40,17 +42,21 @@ private:
sf::Texture meteorTexture1;
sf::Texture meteorTexture2;
sf::Texture enemyBulletTexture;
sf::Texture BombaTexture;
sf::Texture playerTexture;
sf::Texture playerBulletTexture;
sf::Texture playerRocketTexture;
sf::Texture enemyTexture;
sf::Texture advancedEnemyTexture;
sf::Texture BomberEnemyTexture;
sf::Clock spawnClock;
sf::Clock shooterSpawnClock;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
sf::Clock enemySpawnClock;
sf::Clock AenemySpawnClock;
sf::Clock BomberSpawnClock;
std::vector<Meteor> meteors;
sf::RenderWindow *window;
};

78
sources/Bomber.cpp Normal file
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@@ -0,0 +1,78 @@
#include "../headers/Bomber.h"
#include "../headers/Bullet.h"
Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
BombaTexture = bulletTexture;
hp = 2; // 2 punkty życia
firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość
BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
}
void Bomber::shoot() {
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
Bullet Bbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, BombaTexture);
Bbullet.setSpeed(0.5f); // Prędkość w dół
bullets.emplace_back(std::move(Bbullet));
shootClock.restart();
}
}
void Bomber::updateDirection() {
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
if (position.y <= 0) {
direction = DirectionB::Down;
} else if (position.y >= 800) {
direction = DirectionB::Up;
}
// logika dla kierunku lewo/prawo
if (position.x <= 0) {
direction = DirectionB::Right;
} else if (position.x >= 1200) {
direction = DirectionB::Left;
}
}
void Bomber::move(float deltaX, float deltaY) {
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(deltaY);
}
void Bomber::moveLeft() { move(-moving_speed, 0.0f); }
void Bomber::moveRight() { move(moving_speed, 0.0f); }
void Bomber::moveUp() { move(0.0f, -moving_speed); }
void Bomber::moveDown() { move(0.0f, moving_speed); }
void Bomber::update() {
// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
updateDirection();
switch (direction) {
case DirectionB::Up:
moveUp();
break;
case DirectionB::Down:
moveDown();
break;
case DirectionB::Left:
moveLeft();
break;
case DirectionB::Right:
moveRight();
break;
}
}
bool Bomber::isAlive() const {
return alive;
}
void Bomber::takeDamage() {
if (--hp <= 0) {
alive = false;
}
}

View File

@@ -7,16 +7,14 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
const sf::Texture& playerTexture,
const sf::Texture& playerBulletTexture,
const sf::Texture& playerRocketTexture)
: background("../assets/img/background/background.png", 2.0f),
ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100, playerTexture, playerBulletTexture, playerRocketTexture)
{
: background("../assets/img/background/background.png", 2.0f),
ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100,
playerTexture, playerBulletTexture, playerRocketTexture) {
window = mainWindow;
size.height = static_cast<int>(windowHeight);
size.width = static_cast<int>(windowWidth);
ship.setMovingSpeed(8);
ship.setFirerate(200);
@@ -28,7 +26,6 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
@@ -41,6 +38,10 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
exit(-1);
}
if (!BomberEnemyTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png")) {
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
exit(-1);
}
spawnClock.restart();
}
@@ -83,9 +84,11 @@ void Plansza::update() {
}
// generowanie nowego meteoru
spawn_meteor();
//spawn_meteor();
spawn_enemy();
spawn_advanced_enemy();
//spawn_wiazkowiec();
spawn_bomber();
// utrzymanie meteorów i pocisków w ruchu
for (auto& meteor : getMeteors()) {
@@ -143,6 +146,7 @@ void Plansza::update() {
}
if (!ship.isAlive()) {
std::cout << "Game Over! Player is dead." << std::endl;
std::cout << "You lost the game!\n";
@@ -216,6 +220,7 @@ void Plansza::update() {
// Usunięcie martwych przeciwników
if (!it->isAlive()) {
std::cout << "Basic Enemy has been eliminated." << std::endl;
it = enemies.erase(it);
} else {
++it;
@@ -234,7 +239,21 @@ void Plansza::update() {
++it;
}
}
// std::cout << "Current AEnemies size: " << AEnemies.size() << std::endl;
for (auto it = BEnemies.begin(); it != BEnemies.end();) {
it->update(); // Ruch b
it->shoot(); // Strzał przeciwnika
window->draw(it->getSprite()); // Rysowanie na ekranie
if (!it->isAlive()) {
std::cout << "Bomber has been eliminated." << std::endl;
it = BEnemies.erase(it); // Usunięcie martwych przeciwników
} else {
++it;
}
}
// Obsługa pocisków zaawansowanych przeciwników
for (auto& aEnemy : AEnemies) {
for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
@@ -247,22 +266,25 @@ void Plansza::update() {
}
}
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
bool hit = false;
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship.getBullets().erase(bulletIt);
advancedIt->takeDamage();
hit = true;
break;
// Obsługa bomb
for (auto& aEnemy : BEnemies) {
for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship.takeDamage(); // Zadanie obrażeń graczowi
it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
} else {
++bulletIt;
++it;
}
}
if (hit && !advancedIt->isAlive()) {
advancedIt = AEnemies.erase(advancedIt); // Usunięcie przeciwnika AdvancedEnemy
} else {
++advancedIt;
}
for (auto& enemy : enemies) {
enemy.shoot();
enemy.updateBullets();
for (auto& bullet : enemy.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
}
@@ -274,6 +296,14 @@ void Plansza::update() {
}
}
for (auto& bomberEnemy : BEnemies) {
bomberEnemy.updateBullets(); // Obsługuje bomby
for (auto& bullet : bomberEnemy.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
}
for (auto& enemy : enemies) {
for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
@@ -290,16 +320,7 @@ void Plansza::update() {
}
}
for (auto& enemy : enemies) {
enemy.shoot();
enemy.updateBullets();
for (auto& bullet : enemy.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
}
// Usuwanie pocisków, które są poza ekranem
// Usuwanie pocisków, które są poza ekranem srednio to dziala
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end(); ) {
for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
if (bulletIt->isOutOfBounds()) {
@@ -331,6 +352,47 @@ void Plansza::update() {
++enemyIt;
}
}
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
bool hit = false;
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship.getBullets().erase(bulletIt);
advancedIt->takeDamage();
hit = true;
break;
} else {
++bulletIt;
}
}
if (hit && !advancedIt->isAlive()) {
advancedIt = AEnemies.erase(advancedIt); // Usunięcie przeciwnika AdvancedEnemy
} else {
++advancedIt;
}
}
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
bool hit = false;
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship.getBullets().erase(bulletIt);
bomberIt->takeDamage();
hit = true;
break;
} else {
++bulletIt;
}
}
if (hit && !bomberIt->isAlive()) {
bomberIt = BEnemies.erase(bomberIt); // Usunięcie przeciwnika AdvancedEnemy
} else {
++bomberIt;
}
}
//oblsuga dla rakiety
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
bool hit = false;
@@ -370,6 +432,25 @@ void Plansza::update() {
}
}
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
bool hit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship.getRockets().erase(rocketIt);
bomberIt->takeDamage();
hit = true;
break;
} else {
++rocketIt;
}
}
if (hit && !bomberIt->isAlive()) {
bomberIt = BEnemies.erase(bomberIt);
} else {
++bomberIt;
}
}
}
@@ -398,7 +479,7 @@ void Plansza::update_meteors() {
}
void Plansza::spawn_enemy() {
if (enemySpawnClock.getElapsedTime().asSeconds() >= 6) { // Spawn co 10 sekund
if (enemySpawnClock.getElapsedTime().asSeconds() >= 110) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
enemies.emplace_back(spawnX, -50, enemyTexture);
@@ -408,14 +489,25 @@ void Plansza::spawn_enemy() {
}
void Plansza::spawn_advanced_enemy() {
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 100) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
AEnemies.emplace_back(spawnX, 50, advancedEnemyTexture, enemyBulletTexture);
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
AenemySpawnClock.restart();
}
}
void Plansza::spawn_bomber() {
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
BEnemies.emplace_back(spawnX, -50, BomberEnemyTexture, BombaTexture);
std::cout << "Spawned Bomber Enemy at X: " << spawnX << std::endl;
BomberSpawnClock.restart();
}
}
Size Plansza::getSize() {