naprawa pozycji + nowe rakiety
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assets/img/Rocket_111.png
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assets/img/Rocket_111.png
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assets/img/Rocket_115.png
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assets/img/Rocket_115.png
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assets/img/meteor-1.png
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assets/img/meteor-1.png
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4
main.cpp
4
main.cpp
@@ -88,8 +88,8 @@ int main()
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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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// 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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@@ -5,7 +5,7 @@ Actor::Actor(int x, int y, std::string path) {
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position.x = x;
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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(float(x), float(y));
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}
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void Actor::loadTexture(std::string path) {
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@@ -13,7 +13,7 @@ void Actor::loadTexture(std::string path) {
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actorSprite.setTexture(actorTexture);
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bulletTextureLeft.loadFromFile("../assets/img/bullet_left.png");
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bulletTextureRight.loadFromFile("../assets/img/bullet_right.png");
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bulletTextureRight.loadFromFile("../assets/img/Rocket_111.png");
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}
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sf::Sprite &Actor::getSprite() {
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@@ -25,7 +25,7 @@ Position Actor::getPosition() {
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}
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void Actor::shoot() {
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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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}
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std::vector<Bullet> &Actor::getBullets() {
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@@ -2,14 +2,14 @@
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#include "../headers/Bullet.h"
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Bullet::Bullet(float x, float y, sf::Texture &texture) {
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bulletPosition.x = x;
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bulletPosition.y = y;
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outOfBounds = false;
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bulletTexture = 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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bulletSpeed = -10.0f;
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bulletPosition.x = x;
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bulletPosition.y = y;
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}
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void Bullet::setSpeed(float speed) {
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@@ -5,7 +5,7 @@
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth) {
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size.height = windowHeight;
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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-1.png");
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spawnClock.restart();
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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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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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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2, position.y, bulletTextureLeft);
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bullets.emplace_back(position.x, position.y, bulletTextureLeft);
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lastShotTime = now;
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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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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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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2, position.y, bulletTextureRight);
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bullets.emplace_back(position.x, position.y, bulletTextureRight).getSprite().scale(1.5f, 1.5f);
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lastShotTime = now;
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}
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}
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@@ -28,20 +28,20 @@ void Player::move(float deltaX, float deltaY) {
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void Player::moveLeft() {
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move(-moving_speed, 0.0f);
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position.x -= moving_speed;
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position.x -= static_cast<int>(moving_speed);
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}
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void Player::moveRight() {
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move(moving_speed, 0.0f);
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position.x += moving_speed;
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position.x += static_cast<int>(moving_speed);
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}
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void Player::moveUp() {
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move(0.0f, -moving_speed);
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position.y -= moving_speed;
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position.y -= static_cast<int>(moving_speed);
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}
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void Player::moveDown() {
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move(0.0f, moving_speed);
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position.y += moving_speed;
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position.y += static_cast<int>(moving_speed);
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}
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