Multiple fixes
Obracające się meteoryty, koniec gry przy natrafieniu na meteoryt. Poprawione sprajty statku, meteorytu i pocisku
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@@ -31,9 +31,7 @@ public:
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void updateBullets();
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void updateBullets();
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void setMovingSpeed(float speed) {
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void setMovingSpeed(float speed);
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moving_speed = speed;
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}
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protected:
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protected:
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sf::Sprite actorSprite;
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sf::Sprite actorSprite;
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@@ -20,6 +20,7 @@ private:
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sf::Texture meteorTexture;
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sf::Texture meteorTexture;
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sf::Sprite meteorSprite;
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sf::Sprite meteorSprite;
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Position meteorPosition;
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Position meteorPosition;
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float meteorRotationSpeed;
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float meteorSpeed;
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float meteorSpeed;
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bool outOfBounds;
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bool outOfBounds;
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static unsigned int counter;
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static unsigned int counter;
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@@ -12,7 +12,7 @@ class Plansza {
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int width;
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int width;
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};
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};
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public:
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public:
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Plansza(int windowHeight, int windowWidth);
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Plansza(unsigned int windowHeight, unsigned int windowWidth);
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void spawn_meteor();
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void spawn_meteor();
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Size getSize();
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Size getSize();
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std::vector<Meteor> &getMeteors();
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std::vector<Meteor> &getMeteors();
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21
main.cpp
21
main.cpp
@@ -17,7 +17,8 @@ int main()
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backgroundTexture.loadFromFile("../assets/img/space.jpg"); // wczytywanie tła
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backgroundTexture.loadFromFile("../assets/img/space.jpg"); // wczytywanie tła
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sf::Sprite backgroundSprite(backgroundTexture); // tworzenie tła
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sf::Sprite backgroundSprite(backgroundTexture); // tworzenie tła
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Player ship(240,650, "../assets/ship/Dreadnought-Base.png"); // tworzenie statku
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// TODO: Przenieść tworzenie statku wewnątrz klasy Plansza
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Player ship(window.getSize().x/2,window.getSize().y - 100, "../assets/ship/Dreadnought-Base.png"); // tworzenie statku
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ship.setMovingSpeed(8);
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ship.setMovingSpeed(8);
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ship.setFirerate(200);
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ship.setFirerate(200);
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@@ -83,6 +84,24 @@ int main()
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ship.updateBullets();
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ship.updateBullets();
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window.draw(ship.getSprite());
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window.draw(ship.getSprite());
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// trochę dziwny sposób ale jednak działa
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for (auto& meteor : plansza.getMeteors()) {
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if(ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
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std::cout << "You lost the game!\n";
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window.close();
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exit(-2); // Kod -2 oznacza uderzenie się w meteoryt
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}
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}
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// TODO: Poprawić kolizję pocisku z meteorem, tak aby był kasowany tylko ten konkretny meteoryt
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// for (auto meteorIt = plansza.getMeteors().begin(); meteorIt != plansza.getMeteors().end(); ++meteorIt) {
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// for (auto& bullet : ship.getBullets()) {
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// if (meteorIt->getSprite().getGlobalBounds().intersects(bullet.getSprite().getGlobalBounds())) {
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// meteorIt = plansza.getMeteors().erase(meteorIt);
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// break; // Exit the inner loop to avoid invalidating the iterator
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// }
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// }
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// }
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window.display();
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window.display();
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}
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}
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@@ -1,10 +1,10 @@
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#include "../headers/Actor.h"
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#include "../headers/Actor.h"
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// TODO: Naprawić krzywy sprite statku
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Actor::Actor(int x, int y, std::string path) {
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Actor::Actor(int x, int y, std::string path) {
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loadTexture(path);
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loadTexture(path);
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position.x = x;
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position.x = x;
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position.y = y;
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position.y = y;
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actorSprite.setOrigin(actorSprite.getLocalBounds().width / 2, actorSprite.getLocalBounds().height / 2); // wycentrowanie sprite
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actorSprite.setPosition(x, y);
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actorSprite.setPosition(x, y);
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}
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}
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@@ -39,3 +39,7 @@ void Actor::updateBullets() {
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}
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}
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}
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}
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}
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}
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void Actor::setMovingSpeed(float speed) {
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moving_speed = speed;
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}
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@@ -5,6 +5,7 @@ Bullet::Bullet(float x, float y, sf::Texture &texture) {
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outOfBounds = false;
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outOfBounds = false;
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bulletTexture = texture;
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bulletTexture = texture;
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bulletSprite.setTexture(texture);
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bulletSprite.setTexture(texture);
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bulletSprite.setOrigin(bulletSprite.getLocalBounds().width/2, bulletSprite.getLocalBounds().height/2);
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bulletSprite.setPosition(x, y);
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bulletSprite.setPosition(x, y);
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bulletSpeed = -10.0f;
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bulletSpeed = -10.0f;
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bulletPosition.x = x;
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bulletPosition.x = x;
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@@ -5,11 +5,13 @@ Meteor::Meteor(float x, float y, sf::Texture &texture) {
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outOfBounds = false;
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outOfBounds = false;
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meteorTexture = texture;
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meteorTexture = texture;
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meteorSprite.setTexture(texture);
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meteorSprite.setTexture(texture);
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meteorSprite.setOrigin(meteorSprite.getLocalBounds().width / 2, meteorSprite.getLocalBounds().height / 2); // wycentrowanie sprite
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meteorSprite.setPosition(x, y);
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meteorSprite.setPosition(x, y);
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meteorSpeed = 5.0f;
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meteorSpeed = 5.0f;
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meteorSprite.scale(0.05f, 0.05f);
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meteorSprite.scale(0.05f, 0.05f);
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meteorPosition.x = x;
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meteorPosition.x = x;
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meteorPosition.y = y;
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meteorPosition.y = y;
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meteorRotationSpeed = static_cast<float>(rand() % 2 + 1) * (rand() % 2 == 0 ? 1 : -1);
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}
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}
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sf::Sprite &Meteor::getSprite() {
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sf::Sprite &Meteor::getSprite() {
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@@ -17,11 +19,14 @@ sf::Sprite &Meteor::getSprite() {
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}
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}
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void Meteor::update() {
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void Meteor::update() {
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meteorSprite.move(0.0f, meteorSpeed);
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meteorSprite.move(0.0f, meteorSpeed); // przesunięcie sprajta
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meteorPosition.y += int(meteorSpeed);
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meteorPosition.y += int(meteorSpeed); // przesunięcie pozycji
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if(meteorPosition.y > 800) {
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meteorSprite.rotate(meteorRotationSpeed); // obracanie tym meteorkiem pięknym
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outOfBounds = true;
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if(meteorPosition.y > 900) {
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outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
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}
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}
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// std::cout << "x: " << meteorSprite.getPosition().x << std::endl;
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// std::cout << "y: " << meteorSprite.getPosition().y << std::endl;
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}
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}
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bool Meteor::getStatus() {
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bool Meteor::getStatus() {
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@@ -2,17 +2,15 @@
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#include <iostream>
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/Plansza.h"
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Plansza::Plansza(int windowHeight, int windowWidth) {
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth) {
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size.height = windowHeight;
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size.height = windowHeight;
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size.width = windowWidth;
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size.width = windowWidth;
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meteorTexture.loadFromFile("../assets/img/meteor.png");
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meteorTexture.loadFromFile("../assets/img/meteor.png");
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spawnClock.restart();
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spawnClock.restart();
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}
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}
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// TODO: Meteory na jednym poziomie ze statkiem
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// TODO: Kolizje
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void Plansza::spawn_meteor() {
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void Plansza::spawn_meteor() {
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if (spawnClock.getElapsedTime().asSeconds() > 1.0f) { // spawn co 1 sekunde
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if (spawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
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if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
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if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
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meteors.emplace_back(random.getRandomNumber(), -100, meteorTexture);
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meteors.emplace_back(random.getRandomNumber(), -100, meteorTexture);
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}
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}
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@@ -5,7 +5,7 @@ Player::Player(int x, int y, std::string path) : Actor(x, y, path) {};
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void Player::shoot() {
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void Player::shoot() {
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auto now = std::chrono::steady_clock::now();
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auto now = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTextureLeft);
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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2, position.y, bulletTextureLeft);
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lastShotTime = now;
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lastShotTime = now;
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}
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}
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}
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}
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@@ -13,7 +13,7 @@ void Player::shoot() {
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void Player::alternate_shoot() {
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void Player::alternate_shoot() {
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auto now = std::chrono::steady_clock::now();
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auto now = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTextureRight);
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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2, position.y, bulletTextureRight);
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lastShotTime = now;
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lastShotTime = now;
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}
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}
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}
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}
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