Naprawiono laser, przerobiono na wskaźniki. Do refactoringu i poprawy sprite'a

This commit is contained in:
2024-12-19 15:14:14 +01:00
parent 15a8d82176
commit 36984b859f
5 changed files with 25 additions and 25 deletions

View File

@@ -6,7 +6,7 @@
class Beam {
public:
Beam(float x, float y, float width, float height, const sf::Color& color);
Beam(float x, float y, float width, float height);
void draw(sf::RenderWindow &window);

View File

@@ -31,7 +31,7 @@ public:
void takeDamage();
void updateDirection();
bool isShooting() const;
const Beam& getBeam() const;
const Beam* getBeam() const;
void setPlanszaHeight(float height, float width);
void setMapBounds(float width, float height);
@@ -44,7 +44,7 @@ private:
float movementSpeed = 2.0f;
bool alive = true;
DirectionW direction = DirectionW::Down;
Beam beam; // Wiązka
Beam *beam; // Wiązka
bool shooting = false;
sf::Clock shootingClock;
float beamDuration = 1.0f;

View File

@@ -2,11 +2,11 @@
#include <iostream>
Beam::Beam(float x, float y, float width, float height, const sf::Color& color)
Beam::Beam(float x, float y, float width, float height)
: visible(false) {
beamShape.setPosition(x, y);
beamShape.setSize({width, height});
beamShape.setFillColor(color);
// beamShape.setFillColor(color);
if (!beamTexture.loadFromFile("../assets/img/wiazka/wiazka.png")) {
std::cerr << "Błąd! Nie można załadować tekstury wiazka.png" << std::endl;

View File

@@ -111,13 +111,13 @@ void Plansza::update() {
ship->update(); // migotanie statku
update_score(); // naliczanie punktów
// Sprawnowanie wszystkich rodzajów wrogów
spawn_meteor();
spawn_hearts();
spawn_enemy();
spawn_advanced_enemy();
// spawn_meteor();
// spawn_hearts();
// spawn_enemy();
// spawn_advanced_enemy();
spawn_wiazkowiec();
spawn_bomber();
spawn_kamikadze();
// spawn_bomber();
// spawn_kamikadze();
// utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: meteors) {
@@ -445,8 +445,8 @@ void Plansza::update() {
for (auto &wiazkowiec: WEnemies) {
wiazkowiec.update();
if (wiazkowiec.isShooting() && wiazkowiec.getBeam().isVisible()) {
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) {
if (wiazkowiec.isShooting() && wiazkowiec.getBeam()->isVisible()) {
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam()->getBounds())) {
ship->takeDamage(); // Gracz otrzymuje obrażenia
}
}
@@ -775,7 +775,7 @@ void Plansza::spawn_kamikadze() {
}
void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // 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

View File

@@ -5,7 +5,7 @@
#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) {
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(new Beam(0, 0, 50.f, 50.f)) {
actorSprite.setTexture(texture);
hp = 2; // 2 punkty życia
firerate = 5000; // Strzela co 10
@@ -27,29 +27,29 @@ void Wiazkowiec::spawnBeam() {
case DirectionW::Up:
beamHeight = position.y;
beamY -= beamHeight;
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam = new Beam(beamX, beamY, beamWidth, beamHeight);
break;
case DirectionW::Down:
beamHeight = planszaHeight - position.y;
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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);
beam = new Beam(beamX, beamY, beamWidth, beamHeight);
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);
beam = new Beam(beamX, beamY, beamWidth, beamHeight);
break;
}
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam.setVisible(true);
// beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam->setVisible(true);
shooting = true;
shootingClock.restart();
@@ -133,7 +133,7 @@ void Wiazkowiec::update() {
if (shooting) {
// Kontrola zakończenia strzału
if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
beam.setVisible(false);
beam->setVisible(false);
shooting = false;
setRandomDirection(); // Zmień kierunek po strzale
}
@@ -164,8 +164,8 @@ void Wiazkowiec::update() {
// Ustawianie widoczności wiązki podczas renderowania
void Wiazkowiec::render(sf::RenderWindow& window) {
if (beam.isVisible()) {
beam.render(window);
if (beam->isVisible()) {
beam->render(window);
}
}
@@ -184,6 +184,6 @@ bool Wiazkowiec::isShooting() const {
return shooting;
}
const Beam& Wiazkowiec::getBeam() const {
const Beam* Wiazkowiec::getBeam() const {
return beam;
}