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:
2024-12-06 12:24:39 +01:00
parent 3b637508e1
commit 2f9e0ba236
6 changed files with 213 additions and 138 deletions

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Width:  |  Height:  |  Size: 958 B

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@@ -5,6 +5,7 @@
#include "SFML/Graphics/Texture.hpp"
#include "Bullet.h"
#include "Position.h"
#include "SFML/System/Clock.hpp"
class Actor {
@@ -14,8 +15,9 @@ public:
void loadTexture(std::string path);
sf::Sprite& getSprite();
unsigned int getHP();
Position getPosition();
std::vector<Bullet>& getBullets();
virtual void move(float deltaX, float deltaY) = 0;
virtual void moveLeft() = 0;
@@ -24,19 +26,19 @@ public:
virtual void moveDown() = 0;
virtual void shoot() = 0;
std::vector<Bullet>& getBullets();
void updateBullets();
void setMovingSpeed(float speed);
void dealDamage();
void healUP();
protected:
sf::Sprite actorSprite;
sf::Texture actorTexture;
sf::Texture bulletTextureLeft;
sf::Texture bulletTextureRight;
sf::Clock damageDealClock;
Position position;
unsigned int hp;
int hp;
unsigned int damage;
unsigned int firerate;
float moving_speed;

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@@ -25,19 +25,21 @@ public:
void update_hearts();
void update();
private:
Size size;
sf::RenderWindow *window;
Background background;
Player ship;
AudioManager audioManager;
Size size;
sf::Texture meteorTexture1;
sf::Texture meteorTexture2;
sf::Texture heartTexture;
sf::Texture heartTextureGray;
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
std::vector<Meteor> meteors;
std::vector<Heart> hearts;
sf::RenderWindow *window;
std::vector<sf::Sprite> heartStats;
bool gameOver = false;
};
#endif //PLANSZA_H

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@@ -24,6 +24,25 @@ Position Actor::getPosition() {
return {position.x, position.y};
}
unsigned int Actor::getHP() {
return hp;
}
void Actor::dealDamage() {
if(damageDealClock.getElapsedTime().asSeconds() > 1) {
if(hp > 0) {
hp--;
}
damageDealClock.restart();
}
}
void Actor::healUP() {
if(hp < 3){
hp++;
}
}
std::vector<Bullet> &Actor::getBullets() {
return bullets;
}
@@ -38,4 +57,4 @@ void Actor::updateBullets() {
void Actor::setMovingSpeed(float speed) {
moving_speed = speed;
}
}

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@@ -1,13 +1,11 @@
#include <random>
#include <iostream>
#include "../headers/Plansza.h"
#include "../headers/ObjectItem.hpp"
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
: background("../assets/img/background/background.png", 2.0f),
ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100, "../assets/ship/Dreadnought-Base.png")
{
window = mainWindow;
size.height = static_cast<int>(windowHeight);
size.width = static_cast<int>(windowWidth);
@@ -26,6 +24,14 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
heartTexture.loadFromFile("../assets/img/hearts/heart.png");
heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
heartStats.emplace_back(sf::Sprite(heartTexture));
heartStats.emplace_back(sf::Sprite(heartTexture));
heartStats.emplace_back(sf::Sprite(heartTexture));
heartStats[0].setPosition(10, 10);
heartStats[1].setPosition(45, 10);
heartStats[2].setPosition(80, 10);
meteorSpawnClock.restart();
}
@@ -33,145 +39,188 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
void Plansza::update() {
// tło
background.update();
background.draw(*window);
background.update();
background.draw(*window);
// poruszanie się statkiem
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
if(ship.getPosition().x > 50) {
ship.moveLeft();
// poruszanie się statkiem
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
if (ship.getPosition().x > 50) {
ship.moveLeft();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
if (ship.getPosition().y > 80) {
ship.moveUp();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
if (ship.getPosition().y < 720) {
ship.moveDown();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
if (ship.getPosition().x < 550) {
ship.moveRight();
}
}
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
ship.shoot();
audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
ship.alternate_shoot();
audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
}
// generowanie nowego meteoru i serduszka
spawn_meteor();
spawn_hearts();
// utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: meteors) {
meteor.update();
window->draw(meteor.getSprite());
}
for (auto &heart: hearts) {
heart.update();
window->draw(heart.getSprite());
}
for (auto &bullet: ship.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
for (auto &rocket: ship.getRockets()) {
rocket.update();
window->draw(rocket.getSprite());
}
// Sprawdzenie czy meteory i pociski są poza granicami ekranu
update_meteors();
update_hearts();
ship.updateBullets();
window->draw(ship.getSprite());
// trochę dziwny sposób ale jednak działa
for (auto &meteor: meteors) {
if (ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship.dealDamage();
}
}
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship.getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
ship.healUP();
heartIt = hearts.erase(heartIt);
} else {
++heartIt;
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getBullets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
if(ship.getPosition().y > 80) {
ship.moveUp();
if (!meteorHit) {
++meteorIt;
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getRockets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
if(ship.getPosition().y < 720) {
ship.moveDown();
}
if (!meteorHit) {
++meteorIt;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
if(ship.getPosition().x < 550) {
ship.moveRight();
}
}
// Warunek przeganej
if (gameOver) {
std::cout << "You lost the game!\n";
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
sf::Font font;
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
std::cerr << "Error loading font\n";
exit(-500);
}
sf::Text text("Your ship is destroyed!", font, 24);
text.setFillColor(sf::Color::Red);
text.setPosition(50, 80);
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
ship.shoot();
audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
ship.alternate_shoot();
audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
}
// generowanie nowego meteoru
spawn_meteor();
spawn_hearts();
// utrzymanie meteorów i pocisków w ruchu
for (auto& meteor : meteors) {
meteor.update();
window->draw(meteor.getSprite());
}
for (auto& heart : hearts) {
heart.update();
window->draw(heart.getSprite());
}
for (auto& bullet : ship.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
for (auto& rocket : ship.getRockets()) {
rocket.update();
window->draw(rocket.getSprite());
}
// Sprawdzenie czy meteory i pociski są poza granicami ekranu
update_meteors();
update_hearts();
ship.updateBullets();
window->draw(ship.getSprite());
// trochę dziwny sposób ale jednak działa
for (auto& meteor : getMeteors()) {
if(ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
std::cout << "You lost the game!\n";
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
sf::Font font;
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
std::cerr << "Error loading font\n";
exit(-500);
}
sf::Text text("Your ship is destroyed!", font, 24);
text.setFillColor(sf::Color::Red);
text.setPosition(50, 80);
// zatrzymanie muzyki i odtworzenie dźwięku przegranej
audioManager.playSoundEffect("fail", 70.f);
audioManager.stopBackgroundMusic();
sf::Event event{};
while (errorWindow.isOpen()) {
while (errorWindow.pollEvent(event)) {
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
errorWindow.close();
window->close();
exit(-2);
}
}
errorWindow.clear();
errorWindow.draw(text);
errorWindow.display();
// zatrzymanie muzyki i odtworzenie dźwięku przegranej
audioManager.playSoundEffect("fail", 70.f);
audioManager.stopBackgroundMusic();
sf::Event event{};
while (errorWindow.isOpen()) {
while (errorWindow.pollEvent(event)) {
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
errorWindow.close();
window->close();
exit(-2);
}
}
errorWindow.clear();
errorWindow.draw(text);
errorWindow.display();
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
bool meteorHit = false;
for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end(); ) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getBullets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (!meteorHit) {
++meteorIt;
}
}
// Statystyka życia gracza (wyświetlanie)
switch (ship.getHP()) {
case 0:
heartStats[0].setTexture(heartTextureGray);
heartStats[1].setTexture(heartTextureGray);
heartStats[2].setTexture(heartTextureGray);
gameOver = true;
break;
case 1:
heartStats[0].setTexture(heartTexture);
heartStats[1].setTexture(heartTextureGray);
heartStats[2].setTexture(heartTextureGray);
break;
case 2:
heartStats[0].setTexture(heartTexture);
heartStats[1].setTexture(heartTexture);
heartStats[2].setTexture(heartTextureGray);
break;
case 3:
heartStats[0].setTexture(heartTexture);
heartStats[1].setTexture(heartTexture);
heartStats[2].setTexture(heartTexture);
break;
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
bool meteorHit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end(); ) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getRockets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (!meteorHit) {
++meteorIt;
}
}
for (auto heart: heartStats) {
window->draw(heart);
}
}
// Meteor-related niżej
void Plansza::spawn_meteor() {
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy

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@@ -1,9 +1,12 @@
#include "../headers/Player.h"
#include "../headers/Bullet.h"
#include <utility>
Player::Player(int x, int y, std::string path) : Actor(x, y, path) {
#include "../headers/Player.h"
Player::Player(int x, int y, std::string path) : Actor(x, y, std::move(path)) {
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
hp = 3;
damageDealClock.restart();
};
void Player::shoot() {