Merge remote-tracking branch 'origin/debuff'

This commit is contained in:
2025-01-15 23:12:58 +01:00
12 changed files with 204 additions and 23 deletions

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@@ -44,6 +44,8 @@ add_executable(LotoStatek main.cpp
sources/Heart.cpp
headers/PowerUp.h
sources/PowerUp.cpp
headers/Debuff.h
sources/Debuff.cpp
)
if(WIN32)

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@@ -5,7 +5,10 @@
class Bullet : public Projectile {
public:
Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
Bullet(float x, float y, sf::Texture &texture);
Bullet(float x, float y, sf::Texture &texture, float speed);
void update() override;
};

24
headers/Debuff.h Normal file
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@@ -0,0 +1,24 @@
#ifndef DEBUFF_H
#define DEBUFF_H
#include "ObjectItem.hpp"
class Debuff : public ObjectItem {
public:
enum Type {
movingSpeedDbf,
firerateDbf,
bulletSpeedDbf
};
Debuff(float x, float y, sf::Texture &texture, Type type);
void update() override;
Type getType() const {
return type_;
}
private:
Type type_;
};
#endif //DEBUFF_H

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@@ -16,6 +16,7 @@
#include "Plansza.h"
#include "Heart.hpp"
#include "PowerUp.h"
#include "Debuff.h"
#include "Size.h"
enum ships{
@@ -33,9 +34,11 @@ public:
void spawn_meteor();
void spawn_hearts();
void spawn_power_up();
void spawn_debuff();
void update_meteors();
void update_hearts();
void update_power_ups();
void update_debuffs();
void update();
@@ -44,6 +47,7 @@ public:
void check_PowerUp_collisions();
void check_Heart_collisions();
void check_Meteor_collisions();
void check_Debuff_collisions();
void spawn_player();
void spawn_enemy();
@@ -58,19 +62,27 @@ public:
static ships selectedShip;
static unsigned int score;
sf::Font font;
private:
Background background;
AudioManager audioManager;
Player *ship;
Size size;
sf::RenderWindow *window;
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock powerUpSpawnClock;
// Timers
sf::Clock movingSpeedPUTimer;
sf::Clock fireratePUTimer;
sf::Clock tripleShotPUTimer;
sf::Clock spawnClock;
sf::Clock movingSpeedDebuffTimer;
sf::Clock firerateDebuffTimer;
sf::Clock bulletSpeedDebuffTimer;
// Zegary
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock powerUpSpawnClock;
sf::Clock debuffSpawnClock;
// sf::Clock spawnClock;
sf::Clock scoreClock;
sf::Clock shooterSpawnClock;
sf::Clock enemySpawnClock;
@@ -78,6 +90,8 @@ private:
sf::Clock BomberSpawnClock;
sf::Clock KamikadzeSpawnClock;
sf::Clock WiazkowiecSpawnClock;
//Textury
sf::Texture playerTexture;
sf::Texture playerBulletTexture;
sf::Texture playerRocketTexture;
@@ -96,6 +110,11 @@ private:
sf::Texture movingSpeedPowerUpTexture;
sf::Texture fireratePowerUpTexture;
sf::Texture tripleShotPowerUpTexture;
sf::Texture movingSpeedDebuffTexture;
sf::Texture firerateDebuffTexture;
sf::Texture bulletSpeedDebuffTexture;
// Tablice
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
@@ -105,7 +124,20 @@ private:
std::vector<Heart> hearts;
std::vector<sf::Sprite> heartStats;
std::vector<PowerUp> powerUps;
std::vector<Debuff> debuffs;
// Zmienne prymitywne
bool gameOver = false;
struct {
bool movingSpeed = false;
bool firerate = false;
bool tripleShot = false;
} powerUpCollected;
struct {
bool movingSpeed = false;
bool firerate = false;
bool bulletSpeed = false;
} debuffCollected;
};
#endif //PLANSZA_H

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@@ -30,6 +30,7 @@ public:
void moveDown() override;
void takeDamage();
void setTripleShot(bool toogle);
void setBulletSpeed(float speed);
void update();
std::vector<Rocket>& getRockets();
@@ -44,6 +45,7 @@ private:
sf::Color originalColor;
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
float bulletSpeed = 10.0f; // prędkość pocisku
bool isImmortal = false; // flaga na immortal
bool tripleShot = false; // flaga na potrójny strzał
};

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@@ -1,5 +1,11 @@
#include "../headers/Bullet.h"
Bullet::Bullet(float x, float y, sf::Texture &texture): Projectile(x,y, texture) {}
Bullet::Bullet(float x, float y, sf::Texture &texture, float speed): Projectile(x,y, texture) {
this->speed = -speed;
}
void Bullet::update() {
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
sprite.move(0.0f, speed);

21
sources/Debuff.cpp Normal file
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@@ -0,0 +1,21 @@
#include "../headers/Debuff.h"
Debuff::Debuff(float x, float y, sf::Texture &texture, Type type) : ObjectItem(x, y, texture) {
position.x = x;
position.y = y;
texture_ = texture;
sprite.setTexture(texture);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
sprite.setScale(0.5f, 0.5f);
sprite.setPosition(x, y);
movingSpeed = 3.0f;
this->type_ = type;
}
void Debuff::update() {
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
position.y += int(movingSpeed); // przesunięcie pozycji
if(position.y > 900) {
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
}
}

View File

@@ -29,6 +29,9 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
movingSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/movingSpeedDBF.png");
firerateDebuffTexture.loadFromFile("../assets/img/debuffs/firerateDBF.png");
bulletSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/BulletSpeedDBF.png");
// Ładowanie tekstur wrogów
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
@@ -65,9 +68,10 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
meteorSpawnClock.restart();
powerUpSpawnClock.restart();
debuffSpawnClock.restart();
spawn_player();
spawnClock.restart();
// spawnClock.restart();
}
// TODO: Refactor tej metody bo rozrosła się za bardzo już
@@ -112,14 +116,15 @@ void Plansza::update() {
ship->update(); // migotanie statku
update_score(); // naliczanie punktów
// Sprawnowanie wszystkich rodzajów wrogów
spawn_meteor();
spawn_hearts();
// spawn_meteor();
// spawn_hearts();
spawn_power_up();
spawn_enemy();
spawn_advanced_enemy();
spawn_wiazkowiec();
spawn_bomber();
spawn_kamikadze();
spawn_debuff();
// spawn_enemy();
// spawn_advanced_enemy();
// spawn_wiazkowiec();
// spawn_bomber();
// spawn_kamikadze();
// utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: meteors) {
@@ -137,6 +142,11 @@ void Plansza::update() {
window->draw(powerUp.getSprite());
}
for (auto &debuff: debuffs) {
debuff.update();
window->draw(debuff.getSprite());
}
for (auto &bullet: ship->getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
@@ -151,6 +161,7 @@ void Plansza::update() {
update_meteors();
update_hearts();
update_power_ups();
update_debuffs();
ship->updateBullets();
window->draw(ship->getSprite());
@@ -158,16 +169,34 @@ void Plansza::update() {
check_Meteor_collisions();
check_Heart_collisions();
check_PowerUp_collisions();
check_Debuff_collisions();
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
// TODO: Dodać flagę aby warunek był sprawdzany nie tylko pod kątem Timeru ale również pod kątem ustawionej flagi
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.movingSpeed) {
powerUpCollected.movingSpeed = false;
ship->setMovingSpeed(8.0f);
}
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f) {
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f && powerUpCollected.firerate) {
powerUpCollected.firerate = false;
ship->setFirerate(200);
}
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.tripleShot) {
powerUpCollected.tripleShot = false;
ship->setTripleShot(false);
}
if (movingSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.movingSpeed) {
debuffCollected.movingSpeed = false;
ship->setMovingSpeed(8.0f);
}
if (firerateDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.firerate) {
debuffCollected.firerate = false;
ship->setFirerate(200);
}
if (bulletSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.bulletSpeed) {
debuffCollected.bulletSpeed = false;
ship->setBulletSpeed(10.0f);
}
if (gameOver) {
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
@@ -729,6 +758,14 @@ void Plansza::update_power_ups() {
}
}
void Plansza::update_debuffs() {
for (auto& debuff : debuffs) {
if(debuff.getStatus()) {
debuffs.erase(debuffs.begin());
}
}
}
void Plansza::spawn_meteor() {
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
@@ -764,6 +801,7 @@ void Plansza::spawn_power_up() {
break;
case 2:
powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, tripleShotPowerUpTexture, PowerUp::tripleShotUp);
break;
}
@@ -772,6 +810,25 @@ void Plansza::spawn_power_up() {
}
}
void Plansza::spawn_debuff() {
if (debuffSpawnClock.getElapsedTime().asSeconds() > 5) {
if (debuffs.size() < 1) {
switch (rand() % 3) {
case 0:
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, movingSpeedDebuffTexture, Debuff::movingSpeedDbf);
break;
case 1:
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, firerateDebuffTexture, Debuff::firerateDbf);
break;
case 2:
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, bulletSpeedDebuffTexture, Debuff::bulletSpeedDbf);
break;
}
}
debuffSpawnClock.restart();
}
}
void Plansza::spawn_player() {
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
ship->loadTexture();
@@ -856,14 +913,17 @@ void Plansza::check_PowerUp_collisions() {
if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
ship->setMovingSpeed(15.0f);
powerUpCollected.movingSpeed = true;
movingSpeedPUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::firerateUp) {
ship->setFirerate(100);
powerUpCollected.firerate = true;
fireratePUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
ship->setTripleShot(true);
powerUpCollected.tripleShot = true;
tripleShotPUTimer.restart();
}
powerUpIt = powerUps.erase(powerUpIt);
@@ -873,6 +933,31 @@ void Plansza::check_PowerUp_collisions() {
}
}
void Plansza::check_Debuff_collisions() {
for (auto debuffIt = debuffs.begin(); debuffIt != debuffs.end();) {
if (ship->getSprite().getGlobalBounds().intersects(debuffIt->getSprite().getGlobalBounds())) {
if (debuffIt->getType() == Debuff::movingSpeedDbf) {
ship->setMovingSpeed(4.0f);
debuffCollected.movingSpeed = true;
movingSpeedDebuffTimer.restart();
}
if (debuffIt->getType() == Debuff::firerateDbf) {
ship->setFirerate(500);
debuffCollected.firerate = true;
firerateDebuffTimer.restart();
}
if (debuffIt->getType() == Debuff::bulletSpeedDbf) {
ship->setBulletSpeed(5.0f);
debuffCollected.bulletSpeed = true;
bulletSpeedDebuffTimer.restart();
}
debuffIt = debuffs.erase(debuffIt);
} else {
++debuffIt;
}
}
}
void Plansza::check_Heart_collisions() {
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
@@ -892,5 +977,6 @@ void Plansza::check_Meteor_collisions() {
}
}
ships Plansza::selectedShip = none;
unsigned int Plansza::score = 0;

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@@ -1,11 +1,11 @@
#include "../headers/Player.h"
#include <iostream>
#include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/Text.hpp>
#include "../headers/Player.h"
#include "../headers/Plansza.h"
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
hp = 3;
if(Plansza::selectedShip != none) {
@@ -37,13 +37,13 @@ void Player::shoot() {
auto now = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
if (tripleShot == true) {
bullets.emplace_back(position.x - 40, position.y, bulletTexture);
bullets.emplace_back(position.x, position.y, bulletTexture);
bullets.emplace_back(position.x + 40, position.y, bulletTexture);
bullets.emplace_back(position.x - 40, position.y, bulletTexture, bulletSpeed);
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
bullets.emplace_back(position.x + 40, position.y, bulletTexture, bulletSpeed);
lastShotTime = now;
}
if (tripleShot == false) {
bullets.emplace_back(position.x, position.y, bulletTexture);
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
lastShotTime = now;
}
}
@@ -123,4 +123,9 @@ std::vector<Rocket> &Player::getRockets() {
return rockets;
}
void Player::setBulletSpeed(float speed) {
this->bulletSpeed = speed;
}
Player* Player::player_ = nullptr;