Serduszka działają
do zrobienia jeszcze animacja uderzenia się w meteoryt (miganie) i wybuch statku przy uderzeniu się w meteoryt po raz trzeci
This commit is contained in:
BIN
assets/img/hearts/heart_gray.png
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BIN
assets/img/hearts/heart_gray.png
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@@ -5,6 +5,7 @@
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#include "SFML/Graphics/Texture.hpp"
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#include "Bullet.h"
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#include "Position.h"
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#include "SFML/System/Clock.hpp"
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class Actor {
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@@ -14,8 +15,9 @@ public:
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void loadTexture(std::string path);
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sf::Sprite& getSprite();
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unsigned int getHP();
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Position getPosition();
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std::vector<Bullet>& getBullets();
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virtual void move(float deltaX, float deltaY) = 0;
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virtual void moveLeft() = 0;
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@@ -24,19 +26,19 @@ public:
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virtual void moveDown() = 0;
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virtual void shoot() = 0;
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std::vector<Bullet>& getBullets();
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void updateBullets();
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void setMovingSpeed(float speed);
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void dealDamage();
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void healUP();
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protected:
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sf::Sprite actorSprite;
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sf::Texture actorTexture;
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sf::Texture bulletTextureLeft;
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sf::Texture bulletTextureRight;
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sf::Clock damageDealClock;
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Position position;
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unsigned int hp;
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int hp;
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unsigned int damage;
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unsigned int firerate;
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float moving_speed;
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@@ -25,19 +25,21 @@ public:
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void update_hearts();
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void update();
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private:
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Size size;
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sf::RenderWindow *window;
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Background background;
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Player ship;
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AudioManager audioManager;
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Size size;
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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sf::Texture heartTexture;
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sf::Texture heartTextureGray;
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sf::Clock meteorSpawnClock;
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sf::Clock heartSpawnClock;
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std::vector<Meteor> meteors;
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std::vector<Heart> hearts;
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sf::RenderWindow *window;
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std::vector<sf::Sprite> heartStats;
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bool gameOver = false;
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};
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#endif //PLANSZA_H
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@@ -24,6 +24,25 @@ Position Actor::getPosition() {
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return {position.x, position.y};
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}
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unsigned int Actor::getHP() {
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return hp;
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}
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void Actor::dealDamage() {
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if(damageDealClock.getElapsedTime().asSeconds() > 1) {
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if(hp > 0) {
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hp--;
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}
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damageDealClock.restart();
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}
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}
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void Actor::healUP() {
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if(hp < 3){
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hp++;
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}
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}
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std::vector<Bullet> &Actor::getBullets() {
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return bullets;
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}
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@@ -38,4 +57,4 @@ void Actor::updateBullets() {
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void Actor::setMovingSpeed(float speed) {
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moving_speed = speed;
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}
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}
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@@ -1,13 +1,11 @@
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#include <random>
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/ObjectItem.hpp"
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
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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, "../assets/ship/Dreadnought-Base.png")
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{
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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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@@ -26,6 +24,14 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
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meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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heartTexture.loadFromFile("../assets/img/hearts/heart.png");
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heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
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heartStats.emplace_back(sf::Sprite(heartTexture));
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heartStats.emplace_back(sf::Sprite(heartTexture));
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heartStats.emplace_back(sf::Sprite(heartTexture));
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heartStats[0].setPosition(10, 10);
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heartStats[1].setPosition(45, 10);
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heartStats[2].setPosition(80, 10);
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meteorSpawnClock.restart();
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}
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@@ -33,145 +39,188 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
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void Plansza::update() {
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// tło
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background.update();
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background.draw(*window);
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background.update();
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background.draw(*window);
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// poruszanie się statkiem
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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if(ship.getPosition().x > 50) {
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ship.moveLeft();
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// poruszanie się statkiem
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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if (ship.getPosition().x > 50) {
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ship.moveLeft();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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if (ship.getPosition().y > 80) {
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ship.moveUp();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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if (ship.getPosition().y < 720) {
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ship.moveDown();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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if (ship.getPosition().x < 550) {
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ship.moveRight();
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}
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}
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// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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ship.shoot();
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audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
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}
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if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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ship.alternate_shoot();
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audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
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}
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// generowanie nowego meteoru i serduszka
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spawn_meteor();
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spawn_hearts();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: meteors) {
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meteor.update();
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window->draw(meteor.getSprite());
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}
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for (auto &heart: hearts) {
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heart.update();
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window->draw(heart.getSprite());
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}
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for (auto &bullet: ship.getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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}
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for (auto &rocket: ship.getRockets()) {
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rocket.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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update_meteors();
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update_hearts();
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ship.updateBullets();
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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: meteors) {
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if (ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
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ship.dealDamage();
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}
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}
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for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
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if (ship.getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
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ship.healUP();
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heartIt = hearts.erase(heartIt);
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} else {
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++heartIt;
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}
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}
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
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bool meteorHit = false;
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for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end();) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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ship.getBullets().erase(rocketIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = 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 (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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if(ship.getPosition().y > 80) {
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ship.moveUp();
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if (!meteorHit) {
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++meteorIt;
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}
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}
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
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bool meteorHit = false;
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for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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ship.getRockets().erase(rocketIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = 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 (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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if(ship.getPosition().y < 720) {
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ship.moveDown();
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}
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if (!meteorHit) {
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++meteorIt;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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if(ship.getPosition().x < 550) {
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ship.moveRight();
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}
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}
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// Warunek przeganej
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if (gameOver) {
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std::cout << "You lost the game!\n";
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::Font font;
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if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
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std::cerr << "Error loading font\n";
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exit(-500);
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}
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sf::Text text("Your ship is destroyed!", font, 24);
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text.setFillColor(sf::Color::Red);
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text.setPosition(50, 80);
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// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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ship.shoot();
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audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
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}
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if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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ship.alternate_shoot();
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audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
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}
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// generowanie nowego meteoru
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spawn_meteor();
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spawn_hearts();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto& meteor : meteors) {
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meteor.update();
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window->draw(meteor.getSprite());
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}
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for (auto& heart : hearts) {
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heart.update();
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window->draw(heart.getSprite());
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}
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for (auto& bullet : ship.getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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}
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for (auto& rocket : ship.getRockets()) {
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rocket.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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update_meteors();
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update_hearts();
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ship.updateBullets();
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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 : 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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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::Font font;
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if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
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std::cerr << "Error loading font\n";
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exit(-500);
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}
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sf::Text text("Your ship is destroyed!", font, 24);
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text.setFillColor(sf::Color::Red);
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text.setPosition(50, 80);
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// zatrzymanie muzyki i odtworzenie dźwięku przegranej
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audioManager.playSoundEffect("fail", 70.f);
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audioManager.stopBackgroundMusic();
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sf::Event event{};
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while (errorWindow.isOpen()) {
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while (errorWindow.pollEvent(event)) {
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if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
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errorWindow.close();
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window->close();
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exit(-2);
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}
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}
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errorWindow.clear();
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errorWindow.draw(text);
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errorWindow.display();
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// zatrzymanie muzyki i odtworzenie dźwięku przegranej
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audioManager.playSoundEffect("fail", 70.f);
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audioManager.stopBackgroundMusic();
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sf::Event event{};
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while (errorWindow.isOpen()) {
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while (errorWindow.pollEvent(event)) {
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if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
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errorWindow.close();
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window->close();
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exit(-2);
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}
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}
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errorWindow.clear();
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errorWindow.draw(text);
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errorWindow.display();
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}
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}
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
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bool meteorHit = false;
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for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end(); ) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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ship.getBullets().erase(rocketIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = 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 (!meteorHit) {
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++meteorIt;
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}
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}
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// Statystyka życia gracza (wyświetlanie)
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switch (ship.getHP()) {
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case 0:
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heartStats[0].setTexture(heartTextureGray);
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heartStats[1].setTexture(heartTextureGray);
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heartStats[2].setTexture(heartTextureGray);
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gameOver = true;
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break;
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case 1:
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heartStats[0].setTexture(heartTexture);
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heartStats[1].setTexture(heartTextureGray);
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heartStats[2].setTexture(heartTextureGray);
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break;
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case 2:
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heartStats[0].setTexture(heartTexture);
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heartStats[1].setTexture(heartTexture);
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heartStats[2].setTexture(heartTextureGray);
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break;
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case 3:
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heartStats[0].setTexture(heartTexture);
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heartStats[1].setTexture(heartTexture);
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heartStats[2].setTexture(heartTexture);
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break;
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}
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
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bool meteorHit = false;
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for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end(); ) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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ship.getRockets().erase(rocketIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = 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 (!meteorHit) {
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++meteorIt;
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}
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}
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for (auto heart: heartStats) {
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window->draw(heart);
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}
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}
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// Meteor-related niżej
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void Plansza::spawn_meteor() {
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if (meteorSpawnClock.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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@@ -1,9 +1,12 @@
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#include "../headers/Player.h"
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#include "../headers/Bullet.h"
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#include <utility>
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Player::Player(int x, int y, std::string path) : Actor(x, y, path) {
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#include "../headers/Player.h"
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Player::Player(int x, int y, std::string path) : Actor(x, y, std::move(path)) {
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bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
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rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
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hp = 3;
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damageDealClock.restart();
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};
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void Player::shoot() {
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Reference in New Issue
Block a user