Merge branch 'refactor'
This commit is contained in:
@@ -11,8 +11,7 @@
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class Actor {
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public:
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Actor(int x, int y, const sf::Texture& texture);
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virtual ~Actor() = default;
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sf::Sprite& getSprite();
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unsigned int getHP();
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@@ -3,8 +3,6 @@
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#include "Enemy.h"
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#include <cmath>
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enum class DirectionA {
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Up,
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Down,
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@@ -2,27 +2,16 @@
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#define LOTOSTATEK_BEAM_H
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#include <SFML/Graphics.hpp>
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#include "Position.h"
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class Beam {
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public:
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Beam(float x, float y, float width, float height, const sf::Color& color);
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void draw(sf::RenderWindow &window);
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void update();
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void render(sf::RenderWindow& window);
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sf::FloatRect getBounds() const;
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bool isVisible() const;
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void setVisible(bool visible);
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Beam() = default;
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Beam(int x, int y, const sf::Texture &texture);
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sf::Sprite getSprite();
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void setRotation(float angle);
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private:
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sf::RectangleShape beamShape;
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bool visible;
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sf::Texture beamTexture;
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sf::Sprite beamSprite;
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};
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@@ -2,14 +2,11 @@
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#define LOTOSTATEK_BULLET_H
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#include "Projectile.h"
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#include "SFML/Graphics/Texture.hpp"
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class Bullet : public Projectile {
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public:
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Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
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void update() override;
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private:
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float directionY;
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};
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@@ -2,13 +2,12 @@
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#define LOTOSTATEK_HEART_HPP
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#include "SFML/Graphics/Texture.hpp"
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#include "SFML/Graphics/Sprite.hpp"
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#include "ObjectItem.hpp"
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class Heart : public ObjectItem {
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public:
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Heart(float x, float y, sf::Texture &texture);
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void update();
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void update() override;
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};
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#endif //LOTOSTATEK_HEART_HPP
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@@ -8,7 +8,7 @@
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class Meteor : public ObjectItem {
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public:
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Meteor(float x, float y, sf::Texture &texture);
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Meteor(float x, float y, sf::Texture &texture_);
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void update();
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};
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@@ -12,7 +12,7 @@ public:
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bool getStatus();
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virtual void update() = 0;
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protected:
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sf::Texture texture;
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sf::Texture texture_;
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sf::Sprite sprite;
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Position position;
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float rotationSpeed;
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@@ -6,4 +6,14 @@ struct Position {
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int y;
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};
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struct PositionU {
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unsigned int x;
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unsigned int y;
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};
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struct PositionF {
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float x;
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float y;
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};
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#endif //LOTOSTATEK_POSITION_H
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@@ -13,42 +13,47 @@ enum class DirectionW {
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class Wiazkowiec : public Actor {
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public:
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Wiazkowiec(int x, int y, const sf::Texture& texture);
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Wiazkowiec(int x, int y, const sf::Texture& texture, sf::RenderWindow *window);
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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 takeDamage();
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void setRandomDirection();
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void checkIfBeamShootOutOfBounds();
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void update();
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void shoot() override;
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void render(sf::RenderWindow &window);
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bool isAlive() const;
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void takeDamage();
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void updateDirection();
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bool isShooting() const;
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const Beam& getBeam() const;
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void setPlanszaHeight(float height, float width);
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void setMapBounds(float width, float height);
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void setPlanszaHeight(int height, int width);
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Beam* getBeam() const;
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private:
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float planszaHeight = 800.f;
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float planszaWidth = 600.f;
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sf::Clock shootClock;
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sf::Texture WiazkaTexture;
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float movementSpeed = 2.0f;
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bool alive = true;
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DirectionW direction = DirectionW::Down;
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Beam beam; // Wiązka
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bool shooting = false;
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sf::Texture beamTexture;
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sf::Clock shootClock;
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sf::Clock shootingClock;
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float beamDuration = 1.0f;
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DirectionW direction = DirectionW::Down;
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Beam *beam; // wskaźnik na wiązkę
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sf::RenderWindow *window_ptr;
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void spawnBeam(); // Tworzy wiązkę
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int planszaHeight = 800;
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int planszaWidth = 600;
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float beamDuration = 1.0f;
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float movementSpeed = 2.0f;
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bool shooting = false;
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bool alive = true;
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};
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#endif //WIAZKOWIEC_H
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@@ -3,7 +3,6 @@
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#include "../headers/Plansza.h"
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AdvancedEnemy::AdvancedEnemy(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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enemyBulletTexture = bulletTexture;
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hp = 2; // 2 punkty życia
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firerate = 2000; // Strzela co 2
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@@ -2,50 +2,21 @@
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#include <iostream>
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Beam::Beam(float x, float y, float width, float height, const sf::Color& color)
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: visible(false) {
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beamShape.setPosition(x, y);
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beamShape.setSize({width, height});
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beamShape.setFillColor(color);
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if (!beamTexture.loadFromFile("../assets/img/wiazka/wiazka.png")) {
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std::cerr << "Błąd! Nie można załadować tekstury wiazka.png" << std::endl;
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}
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beamSprite.setTexture(beamTexture);
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if (beamTexture.getSize().x > 0 && beamTexture.getSize().y > 0) {
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float scaleX = width / beamTexture.getSize().x;
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float scaleY = height / beamTexture.getSize().y;
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beamSprite.setScale(scaleX, scaleY);
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Beam::Beam(int x, int y, const sf::Texture& texture) {
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beamSprite.setOrigin(beamSprite.getLocalBounds().width/2, beamSprite.getLocalBounds().height/2);
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if (texture.getSize().x > 0 && texture.getSize().y > 0) {
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beamSprite.setPosition(x, y);
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} else {
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std::cerr << "Błąd: Tekstura wiązki nie została poprawnie załadowana." << std::endl;
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}
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beamSprite.setTexture(texture);
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}
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void Beam::draw(sf::RenderWindow& window) {
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window.draw(beamSprite);
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sf::Sprite Beam::getSprite() {
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return beamSprite;
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}
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void Beam::update() {
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}
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void Beam::render(sf::RenderWindow& window) {
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window.draw(beamSprite);
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}
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sf::FloatRect Beam::getBounds() const {
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return beamShape.getGlobalBounds();
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}
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bool Beam::isVisible() const {
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return visible;
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}
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void Beam::setVisible(bool visible) {
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this->visible = visible;
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void Beam::setRotation(float angle) {
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beamSprite.setRotation(angle);
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}
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@@ -4,7 +4,6 @@
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#include <random>
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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 = 10000; // Strzela co 10
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@@ -1,8 +1,5 @@
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#include "../headers/Bullet.h"
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#include <iostream>
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#include <ostream>
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void Bullet::update() {
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//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
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sprite.move(0.0f, speed);
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@@ -3,7 +3,6 @@
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#include "../headers/Plansza.h"
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Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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actorSprite.setTexture(texture);
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hp = 1; // Przeciwnik ma 1 punkt życia
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firerate = 2000; // Strzela co 2
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moving_speed = 2.0f; // Prędkość
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@@ -7,7 +7,6 @@
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Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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actorSprite.setTexture(texture);
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hp = 3; // 3 punkty życia
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moving_speed = 2.0f; // Prędkość
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}
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@@ -2,7 +2,7 @@
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Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
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outOfBounds = false;
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texture = texture;
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texture_ = texture;
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sprite.setTexture(texture);
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sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
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sprite.setPosition(x, y);
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@@ -1,11 +1,11 @@
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#include "../headers/ObjectItem.hpp"
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ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
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Position position_;
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position_.x = x;
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position_.y = y;
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Position position_ = {0,0};
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position_.x = static_cast<int>(x);
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position_.y = static_cast<int>(y);
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position = position_;
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this->texture = texture;
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this->texture_ = texture;
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}
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bool ObjectItem::getStatus() {
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@@ -111,13 +111,13 @@ void Plansza::update() {
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ship->update(); // migotanie statku
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update_score(); // naliczanie punktów
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// Sprawnowanie wszystkich rodzajów wrogów
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spawn_meteor();
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spawn_hearts();
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spawn_enemy();
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spawn_advanced_enemy();
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// spawn_meteor();
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// spawn_hearts();
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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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spawn_kamikadze();
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// spawn_bomber();
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// spawn_kamikadze();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: meteors) {
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@@ -140,7 +140,7 @@ void Plansza::update() {
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window->draw(rocket.getSprite());
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}
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// Sprawdzenie czy meteory i pociski są poza granicami ekranu
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// Sprawdzenie, czy meteory i pociski są poza granicami ekranu
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update_meteors();
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update_hearts();
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ship->updateBullets();
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@@ -406,7 +406,7 @@ void Plansza::update() {
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if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// Usuń pocisk Bombera i pocisk gracza
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it = bomberEnemy.getBullets().erase(it);
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playerBulletIt = ship->getBullets().erase(playerBulletIt);
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ship->getBullets().erase(playerBulletIt);
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bulletDestroyed = true;
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break;
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} else {
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@@ -420,7 +420,7 @@ void Plansza::update() {
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if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// Usuń pocisk Bombera i rakietę gracza
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it = bomberEnemy.getBullets().erase(it);
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rocketIt = ship->getRockets().erase(rocketIt);
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ship->getRockets().erase(rocketIt);
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bulletDestroyed = true;
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break;
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} else {
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@@ -445,14 +445,13 @@ void Plansza::update() {
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for (auto &wiazkowiec: WEnemies) {
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wiazkowiec.update();
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if (wiazkowiec.isShooting() && wiazkowiec.getBeam().isVisible()) {
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if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) {
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if (wiazkowiec.isShooting()) {
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if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam()->getSprite().getGlobalBounds())) {
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ship->takeDamage(); // Gracz otrzymuje obrażenia
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}
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}
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window->draw(wiazkowiec.getSprite());
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wiazkowiec.render(*window);
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}
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// TODO: naprawić to co średnio działa
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@@ -474,7 +473,7 @@ void Plansza::update() {
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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 (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship->getBullets().erase(bulletIt);
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ship->getBullets().erase(bulletIt);
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enemyIt->takeDamage();
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hit = true;
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break;
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@@ -493,7 +492,7 @@ void Plansza::update() {
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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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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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@@ -512,7 +511,7 @@ void Plansza::update() {
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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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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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@@ -531,7 +530,7 @@ void Plansza::update() {
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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 (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship->getBullets().erase(bulletIt);
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||||
ship->getBullets().erase(bulletIt);
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kamikadzeIt->takeDamage();
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hit = true;
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||||
break;
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@@ -550,7 +549,7 @@ void Plansza::update() {
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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 (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship->getBullets().erase(bulletIt);
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||||
ship->getBullets().erase(bulletIt);
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wiazkowiecIt->takeDamage();
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hit = true;
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||||
break;
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@@ -572,7 +571,7 @@ void Plansza::update() {
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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 (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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||||
rocketIt = ship->getRockets().erase(rocketIt);
|
||||
ship->getRockets().erase(rocketIt);
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enemyIt->takeDamage();
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hit = true;
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||||
break;
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||||
@@ -591,7 +590,7 @@ void Plansza::update() {
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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 (advancedIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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rocketIt = ship->getRockets().erase(rocketIt);
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||||
ship->getRockets().erase(rocketIt);
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advancedIt->takeDamage();
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hit = true;
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||||
break;
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@@ -610,7 +609,7 @@ void Plansza::update() {
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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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||||
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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||||
@@ -629,7 +628,7 @@ void Plansza::update() {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
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||||
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
rocketIt = ship->getRockets().erase(rocketIt);
|
||||
ship->getRockets().erase(rocketIt);
|
||||
kamikadzeIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -648,7 +647,7 @@ void Plansza::update() {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
||||
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
rocketIt = ship->getRockets().erase(rocketIt);
|
||||
ship->getRockets().erase(rocketIt);
|
||||
wiazkowiecIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -687,6 +686,8 @@ void Plansza::update() {
|
||||
heartStats[1].setTexture(heartTexture);
|
||||
heartStats[2].setTexture(heartTexture);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -698,7 +699,7 @@ void Plansza::update() {
|
||||
|
||||
|
||||
void Plansza::update_meteors() {
|
||||
// usuwanie meteorów które wyleciały poza ekran
|
||||
// usuwanie meteorów, które wyleciały poza ekran
|
||||
for (auto &meteor: meteors) {
|
||||
if (meteor.getStatus()) {
|
||||
meteors.erase(meteors.begin());
|
||||
@@ -775,19 +776,21 @@ void Plansza::spawn_kamikadze() {
|
||||
}
|
||||
|
||||
void Plansza::spawn_wiazkowiec() {
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture);
|
||||
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
|
||||
WEnemies.push_back(wiazkowiec);
|
||||
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
|
||||
WiazkowiecSpawnClock.restart();
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
|
||||
if (WEnemies.size() < 1) {
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
||||
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
|
||||
WEnemies.push_back(wiazkowiec);
|
||||
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
|
||||
WiazkowiecSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Plansza::update_hearts() {
|
||||
// usuwanie serduszek które wyleciały poza ekran
|
||||
// usuwanie serduszek, które wyleciały poza ekran
|
||||
for (auto& heart : hearts) {
|
||||
if(heart.getStatus()) {
|
||||
hearts.erase(hearts.begin());
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
#include <utility>
|
||||
|
||||
#include "../headers/Player.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <SFML/Graphics/Font.hpp>
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include <SFML/Graphics/Text.hpp>
|
||||
|
||||
#include "../headers/Plansza.h"
|
||||
@@ -24,8 +21,14 @@ Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
|
||||
}
|
||||
|
||||
void Player::loadTexture() {
|
||||
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
|
||||
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
|
||||
try {
|
||||
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
|
||||
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Failed to load textures: " << e.what() << std::endl;
|
||||
exit(-500);
|
||||
}
|
||||
|
||||
damageDealClock.restart();
|
||||
originalColor = actorSprite.getColor();
|
||||
}
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
void Rocket::update() {
|
||||
sprite.move(0.0f, speed);
|
||||
position.y += int(speed);
|
||||
position.y += static_cast<int>(speed);
|
||||
if(position.y < -100) {
|
||||
outOfBounds = true;
|
||||
}
|
||||
|
||||
@@ -1,56 +1,60 @@
|
||||
#include "../headers/Wiazkowiec.h"
|
||||
#include "../headers/Plansza.h"
|
||||
#include "../headers/RandomNumberGenerator.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <random>
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
|
||||
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(0, 0, 50.f, 50.f, sf::Color::Red) {
|
||||
actorSprite.setTexture(texture);
|
||||
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture, sf::RenderWindow *window) : Actor(x, y, texture),
|
||||
beam(nullptr)
|
||||
{
|
||||
window_ptr = window;
|
||||
|
||||
try {
|
||||
beamTexture.loadFromFile("../assets/img/wiazka/laser.png");
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Failed to load textures: " << e.what() << std::endl;
|
||||
exit(-500);
|
||||
}
|
||||
|
||||
hp = 2; // 2 punkty życia
|
||||
firerate = 5000; // Strzela co 10
|
||||
moving_speed = 5.0f; // Prędkość
|
||||
}
|
||||
|
||||
void Wiazkowiec::setPlanszaHeight(float height, float width) {
|
||||
void Wiazkowiec::setPlanszaHeight(int height, int width) {
|
||||
planszaHeight = height;
|
||||
planszaWidth = width;
|
||||
}
|
||||
|
||||
void Wiazkowiec::spawnBeam() {
|
||||
float beamX = position.x;
|
||||
float beamY = position.y;
|
||||
float beamWidth = 50.f;
|
||||
float beamHeight = 0.f;
|
||||
int beamX = actorSprite.getPosition().x;
|
||||
int beamY = actorSprite.getPosition().y;
|
||||
|
||||
switch (direction) {
|
||||
case DirectionW::Up:
|
||||
beamHeight = position.y;
|
||||
beamY -= beamHeight;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Down:
|
||||
beamHeight = planszaHeight - position.y;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Left:
|
||||
beamHeight = 50.f;
|
||||
beamWidth = position.x;
|
||||
beamX -= beamWidth;
|
||||
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Right:
|
||||
beamHeight = 50.f;
|
||||
beamWidth = 800 - position.x;
|
||||
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Up: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
beam->setRotation(180);
|
||||
break;
|
||||
}
|
||||
case DirectionW::Down: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
break;
|
||||
}
|
||||
case DirectionW::Left: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
beam->setRotation(90);
|
||||
break;
|
||||
}
|
||||
case DirectionW::Right: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
beam->setRotation(270);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
beam.setVisible(true);
|
||||
|
||||
shooting = true;
|
||||
shootingClock.restart();
|
||||
}
|
||||
@@ -59,31 +63,53 @@ void Wiazkowiec::spawnBeam() {
|
||||
void Wiazkowiec::shoot() {
|
||||
if (!shooting) {
|
||||
spawnBeam();
|
||||
std::cout << "Wiazkowiec shot a beam!" << std::endl;
|
||||
}
|
||||
switch (direction) {
|
||||
case DirectionW::Up: {
|
||||
std::cout << "Direction is up" << std::endl;
|
||||
break;
|
||||
}
|
||||
case DirectionW::Down: {
|
||||
std::cout << "Direction is down" << std::endl;
|
||||
break;
|
||||
}
|
||||
case DirectionW::Left: {
|
||||
std::cout << "Direction is left" << std::endl;
|
||||
break;
|
||||
}
|
||||
case DirectionW::Right: {
|
||||
std::cout << "Direction is right" << std::endl;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Wiazkowiec::setRandomDirection() {
|
||||
// Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right
|
||||
int directionIndex = std::rand() % 4;
|
||||
|
||||
switch (directionIndex) {
|
||||
int whatNumber = rand() % 4;
|
||||
|
||||
switch (whatNumber) {
|
||||
case 0:
|
||||
direction = DirectionW::Up;
|
||||
break;
|
||||
break;
|
||||
case 1:
|
||||
direction = DirectionW::Down;
|
||||
break;
|
||||
break;
|
||||
case 2:
|
||||
direction = DirectionW::Left;
|
||||
break;
|
||||
break;
|
||||
case 3:
|
||||
direction = DirectionW::Right;
|
||||
break;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Wiazkowiec::updateDirection() {
|
||||
void Wiazkowiec::checkIfBeamShootOutOfBounds() {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
|
||||
|
||||
// Kontrola górnej i dolnej krawędzi
|
||||
@@ -106,17 +132,17 @@ void Wiazkowiec::move(float deltaX, float deltaY) {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
|
||||
|
||||
// Zapobiegaj wyjściu poza poziome granice
|
||||
if (position.x + deltaX < 0) {
|
||||
deltaX = -position.x;
|
||||
} else if (position.x + spriteBounds.width + deltaX > planszaWidth) {
|
||||
deltaX = planszaWidth - (position.x + spriteBounds.width);
|
||||
if (static_cast<float>(position.x) + deltaX < 0) {
|
||||
deltaX = static_cast<float>(-position.x);
|
||||
} else if (static_cast<float>(position.x) + spriteBounds.width + deltaX > static_cast<float>(planszaWidth)) {
|
||||
deltaX = static_cast<float>(planszaWidth) - (static_cast<float>(position.x) + spriteBounds.width);
|
||||
}
|
||||
|
||||
// Zapobiegaj wyjściu poza pionowe granice
|
||||
if (position.y + deltaY < 0) {
|
||||
deltaY = -position.y;
|
||||
} else if (position.y + spriteBounds.height + deltaY > planszaHeight) {
|
||||
deltaY = planszaHeight - (position.y + spriteBounds.height);
|
||||
if (static_cast<float>(position.y) + deltaY < 0) {
|
||||
deltaY = static_cast<float>(-position.y);
|
||||
} else if (static_cast<float>(position.y) + spriteBounds.height + deltaY > static_cast<float>(planszaHeight)) {
|
||||
deltaY = static_cast<float>(planszaHeight) - (static_cast<float>(position.y) + spriteBounds.height);
|
||||
}
|
||||
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
@@ -133,42 +159,39 @@ void Wiazkowiec::update() {
|
||||
if (shooting) {
|
||||
// Kontrola zakończenia strzału
|
||||
if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
|
||||
beam.setVisible(false);
|
||||
shooting = false;
|
||||
delete beam;
|
||||
beam = nullptr;
|
||||
setRandomDirection(); // Zmień kierunek po strzale
|
||||
} else {
|
||||
window_ptr->draw(beam->getSprite());
|
||||
}
|
||||
} else {
|
||||
updateDirection();
|
||||
checkIfBeamShootOutOfBounds();
|
||||
|
||||
switch (direction) {
|
||||
case DirectionW::Up:
|
||||
moveUp();
|
||||
break;
|
||||
break;
|
||||
case DirectionW::Down:
|
||||
moveDown();
|
||||
break;
|
||||
break;
|
||||
case DirectionW::Left:
|
||||
moveLeft();
|
||||
break;
|
||||
break;
|
||||
case DirectionW::Right:
|
||||
moveRight();
|
||||
break;
|
||||
break;
|
||||
}
|
||||
|
||||
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy
|
||||
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) {
|
||||
// Co 3 sekundy
|
||||
shoot();
|
||||
shootClock.restart();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ustawianie widoczności wiązki podczas renderowania
|
||||
void Wiazkowiec::render(sf::RenderWindow& window) {
|
||||
if (beam.isVisible()) {
|
||||
beam.render(window);
|
||||
}
|
||||
}
|
||||
|
||||
bool Wiazkowiec::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
@@ -184,6 +207,6 @@ bool Wiazkowiec::isShooting() const {
|
||||
return shooting;
|
||||
}
|
||||
|
||||
const Beam& Wiazkowiec::getBeam() const {
|
||||
Beam* Wiazkowiec::getBeam() const {
|
||||
return beam;
|
||||
}
|
||||
Reference in New Issue
Block a user