Merge remote-tracking branch 'origin/debuff'
This commit is contained in:
@@ -44,6 +44,8 @@ add_executable(LotoStatek main.cpp
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sources/Heart.cpp
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sources/Heart.cpp
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headers/PowerUp.h
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headers/PowerUp.h
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sources/PowerUp.cpp
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sources/PowerUp.cpp
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headers/Debuff.h
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sources/Debuff.cpp
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)
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)
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if(WIN32)
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if(WIN32)
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BIN
assets/img/debuffs/BulletSpeedDBF.png
Normal file
BIN
assets/img/debuffs/BulletSpeedDBF.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.4 KiB |
BIN
assets/img/debuffs/firerateDBF.png
Normal file
BIN
assets/img/debuffs/firerateDBF.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 2.8 KiB |
BIN
assets/img/debuffs/movingSpeedDBF.png
Normal file
BIN
assets/img/debuffs/movingSpeedDBF.png
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Binary file not shown.
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After Width: | Height: | Size: 6.4 KiB |
@@ -5,7 +5,10 @@
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class Bullet : public Projectile {
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class Bullet : public Projectile {
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public:
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public:
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Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
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Bullet(float x, float y, sf::Texture &texture);
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Bullet(float x, float y, sf::Texture &texture, float speed);
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void update() override;
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void update() override;
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};
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};
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24
headers/Debuff.h
Normal file
24
headers/Debuff.h
Normal file
@@ -0,0 +1,24 @@
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#ifndef DEBUFF_H
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#define DEBUFF_H
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#include "ObjectItem.hpp"
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class Debuff : public ObjectItem {
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public:
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enum Type {
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movingSpeedDbf,
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firerateDbf,
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bulletSpeedDbf
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};
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Debuff(float x, float y, sf::Texture &texture, Type type);
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void update() override;
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Type getType() const {
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return type_;
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}
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private:
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Type type_;
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};
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#endif //DEBUFF_H
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@@ -16,6 +16,7 @@
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#include "Plansza.h"
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#include "Plansza.h"
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#include "Heart.hpp"
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#include "Heart.hpp"
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#include "PowerUp.h"
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#include "PowerUp.h"
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#include "Debuff.h"
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#include "Size.h"
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#include "Size.h"
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enum ships{
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enum ships{
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@@ -33,9 +34,11 @@ public:
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void spawn_meteor();
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void spawn_meteor();
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void spawn_hearts();
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void spawn_hearts();
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void spawn_power_up();
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void spawn_power_up();
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void spawn_debuff();
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void update_meteors();
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void update_meteors();
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void update_hearts();
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void update_hearts();
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void update_power_ups();
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void update_power_ups();
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void update_debuffs();
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void update();
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void update();
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@@ -44,6 +47,7 @@ public:
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void check_PowerUp_collisions();
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void check_PowerUp_collisions();
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void check_Heart_collisions();
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void check_Heart_collisions();
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void check_Meteor_collisions();
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void check_Meteor_collisions();
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void check_Debuff_collisions();
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void spawn_player();
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void spawn_player();
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void spawn_enemy();
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void spawn_enemy();
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@@ -58,19 +62,27 @@ public:
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static ships selectedShip;
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static ships selectedShip;
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static unsigned int score;
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static unsigned int score;
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sf::Font font;
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sf::Font font;
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private:
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private:
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Background background;
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Background background;
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AudioManager audioManager;
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AudioManager audioManager;
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Player *ship;
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Player *ship;
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Size size;
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Size size;
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sf::RenderWindow *window;
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sf::RenderWindow *window;
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sf::Clock meteorSpawnClock;
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// Timers
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sf::Clock heartSpawnClock;
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sf::Clock powerUpSpawnClock;
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sf::Clock movingSpeedPUTimer;
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sf::Clock movingSpeedPUTimer;
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sf::Clock fireratePUTimer;
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sf::Clock fireratePUTimer;
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sf::Clock tripleShotPUTimer;
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sf::Clock tripleShotPUTimer;
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sf::Clock spawnClock;
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sf::Clock movingSpeedDebuffTimer;
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sf::Clock firerateDebuffTimer;
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sf::Clock bulletSpeedDebuffTimer;
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// Zegary
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sf::Clock meteorSpawnClock;
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sf::Clock heartSpawnClock;
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sf::Clock powerUpSpawnClock;
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sf::Clock debuffSpawnClock;
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// sf::Clock spawnClock;
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sf::Clock scoreClock;
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sf::Clock scoreClock;
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sf::Clock shooterSpawnClock;
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sf::Clock shooterSpawnClock;
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sf::Clock enemySpawnClock;
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sf::Clock enemySpawnClock;
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@@ -78,6 +90,8 @@ private:
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sf::Clock BomberSpawnClock;
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sf::Clock BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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//Textury
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sf::Texture playerTexture;
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sf::Texture playerTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerRocketTexture;
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sf::Texture playerRocketTexture;
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@@ -96,6 +110,11 @@ private:
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sf::Texture movingSpeedPowerUpTexture;
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sf::Texture movingSpeedPowerUpTexture;
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sf::Texture fireratePowerUpTexture;
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sf::Texture fireratePowerUpTexture;
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sf::Texture tripleShotPowerUpTexture;
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sf::Texture tripleShotPowerUpTexture;
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sf::Texture movingSpeedDebuffTexture;
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sf::Texture firerateDebuffTexture;
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sf::Texture bulletSpeedDebuffTexture;
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// Tablice
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std::vector<Enemy> enemies;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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std::vector<Bomber> BEnemies;
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@@ -105,7 +124,20 @@ private:
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std::vector<Heart> hearts;
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std::vector<Heart> hearts;
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std::vector<sf::Sprite> heartStats;
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std::vector<sf::Sprite> heartStats;
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std::vector<PowerUp> powerUps;
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std::vector<PowerUp> powerUps;
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std::vector<Debuff> debuffs;
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// Zmienne prymitywne
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bool gameOver = false;
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bool gameOver = false;
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struct {
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bool movingSpeed = false;
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bool firerate = false;
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bool tripleShot = false;
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} powerUpCollected;
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struct {
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bool movingSpeed = false;
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bool firerate = false;
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bool bulletSpeed = false;
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} debuffCollected;
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};
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};
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#endif //PLANSZA_H
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#endif //PLANSZA_H
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@@ -30,6 +30,7 @@ public:
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void moveDown() override;
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void moveDown() override;
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void takeDamage();
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void takeDamage();
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void setTripleShot(bool toogle);
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void setTripleShot(bool toogle);
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void setBulletSpeed(float speed);
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void update();
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void update();
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std::vector<Rocket>& getRockets();
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std::vector<Rocket>& getRockets();
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@@ -44,6 +45,7 @@ private:
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sf::Color originalColor;
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sf::Color originalColor;
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
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float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
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float bulletSpeed = 10.0f; // prędkość pocisku
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bool isImmortal = false; // flaga na immortal
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bool isImmortal = false; // flaga na immortal
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bool tripleShot = false; // flaga na potrójny strzał
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bool tripleShot = false; // flaga na potrójny strzał
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};
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};
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@@ -1,5 +1,11 @@
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#include "../headers/Bullet.h"
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#include "../headers/Bullet.h"
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Bullet::Bullet(float x, float y, sf::Texture &texture): Projectile(x,y, texture) {}
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Bullet::Bullet(float x, float y, sf::Texture &texture, float speed): Projectile(x,y, texture) {
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this->speed = -speed;
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}
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void Bullet::update() {
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void Bullet::update() {
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//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
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//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
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sprite.move(0.0f, speed);
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sprite.move(0.0f, speed);
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21
sources/Debuff.cpp
Normal file
21
sources/Debuff.cpp
Normal file
@@ -0,0 +1,21 @@
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#include "../headers/Debuff.h"
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Debuff::Debuff(float x, float y, sf::Texture &texture, Type type) : ObjectItem(x, y, texture) {
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position.x = x;
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position.y = y;
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texture_ = texture;
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sprite.setTexture(texture);
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sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
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sprite.setScale(0.5f, 0.5f);
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sprite.setPosition(x, y);
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movingSpeed = 3.0f;
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this->type_ = type;
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}
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void Debuff::update() {
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sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
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position.y += int(movingSpeed); // przesunięcie pozycji
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if(position.y > 900) {
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|
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
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|
}
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}
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@@ -29,6 +29,9 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
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movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
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fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
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fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
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tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
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tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
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movingSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/movingSpeedDBF.png");
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firerateDebuffTexture.loadFromFile("../assets/img/debuffs/firerateDBF.png");
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bulletSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/BulletSpeedDBF.png");
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// Ładowanie tekstur wrogów
|
// Ładowanie tekstur wrogów
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enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
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enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
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advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
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advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
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@@ -65,9 +68,10 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
|
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|
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meteorSpawnClock.restart();
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meteorSpawnClock.restart();
|
||||||
powerUpSpawnClock.restart();
|
powerUpSpawnClock.restart();
|
||||||
|
debuffSpawnClock.restart();
|
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spawn_player();
|
spawn_player();
|
||||||
|
|
||||||
spawnClock.restart();
|
// spawnClock.restart();
|
||||||
}
|
}
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|
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// TODO: Refactor tej metody bo rozrosła się za bardzo już
|
// TODO: Refactor tej metody bo rozrosła się za bardzo już
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||||||
@@ -112,14 +116,15 @@ void Plansza::update() {
|
|||||||
ship->update(); // migotanie statku
|
ship->update(); // migotanie statku
|
||||||
update_score(); // naliczanie punktów
|
update_score(); // naliczanie punktów
|
||||||
// Sprawnowanie wszystkich rodzajów wrogów
|
// Sprawnowanie wszystkich rodzajów wrogów
|
||||||
spawn_meteor();
|
// spawn_meteor();
|
||||||
spawn_hearts();
|
// spawn_hearts();
|
||||||
spawn_power_up();
|
spawn_power_up();
|
||||||
spawn_enemy();
|
spawn_debuff();
|
||||||
spawn_advanced_enemy();
|
// spawn_enemy();
|
||||||
spawn_wiazkowiec();
|
// spawn_advanced_enemy();
|
||||||
spawn_bomber();
|
// spawn_wiazkowiec();
|
||||||
spawn_kamikadze();
|
// spawn_bomber();
|
||||||
|
// spawn_kamikadze();
|
||||||
|
|
||||||
// utrzymanie meteorów i pocisków w ruchu
|
// utrzymanie meteorów i pocisków w ruchu
|
||||||
for (auto &meteor: meteors) {
|
for (auto &meteor: meteors) {
|
||||||
@@ -137,6 +142,11 @@ void Plansza::update() {
|
|||||||
window->draw(powerUp.getSprite());
|
window->draw(powerUp.getSprite());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (auto &debuff: debuffs) {
|
||||||
|
debuff.update();
|
||||||
|
window->draw(debuff.getSprite());
|
||||||
|
}
|
||||||
|
|
||||||
for (auto &bullet: ship->getBullets()) {
|
for (auto &bullet: ship->getBullets()) {
|
||||||
bullet.update();
|
bullet.update();
|
||||||
window->draw(bullet.getSprite());
|
window->draw(bullet.getSprite());
|
||||||
@@ -151,6 +161,7 @@ void Plansza::update() {
|
|||||||
update_meteors();
|
update_meteors();
|
||||||
update_hearts();
|
update_hearts();
|
||||||
update_power_ups();
|
update_power_ups();
|
||||||
|
update_debuffs();
|
||||||
ship->updateBullets();
|
ship->updateBullets();
|
||||||
|
|
||||||
window->draw(ship->getSprite());
|
window->draw(ship->getSprite());
|
||||||
@@ -158,16 +169,34 @@ void Plansza::update() {
|
|||||||
check_Meteor_collisions();
|
check_Meteor_collisions();
|
||||||
check_Heart_collisions();
|
check_Heart_collisions();
|
||||||
check_PowerUp_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);
|
ship->setMovingSpeed(8.0f);
|
||||||
}
|
}
|
||||||
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f) {
|
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f && powerUpCollected.firerate) {
|
||||||
|
powerUpCollected.firerate = false;
|
||||||
ship->setFirerate(200);
|
ship->setFirerate(200);
|
||||||
}
|
}
|
||||||
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.tripleShot) {
|
||||||
|
powerUpCollected.tripleShot = false;
|
||||||
ship->setTripleShot(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) {
|
if (gameOver) {
|
||||||
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
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() {
|
void Plansza::spawn_meteor() {
|
||||||
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
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
|
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||||
@@ -764,6 +801,7 @@ void Plansza::spawn_power_up() {
|
|||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, tripleShotPowerUpTexture, PowerUp::tripleShotUp);
|
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() {
|
void Plansza::spawn_player() {
|
||||||
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
|
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
|
||||||
ship->loadTexture();
|
ship->loadTexture();
|
||||||
@@ -856,14 +913,17 @@ void Plansza::check_PowerUp_collisions() {
|
|||||||
if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
|
if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
|
||||||
if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
|
if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
|
||||||
ship->setMovingSpeed(15.0f);
|
ship->setMovingSpeed(15.0f);
|
||||||
|
powerUpCollected.movingSpeed = true;
|
||||||
movingSpeedPUTimer.restart();
|
movingSpeedPUTimer.restart();
|
||||||
}
|
}
|
||||||
if (powerUpIt->getType() == PowerUp::firerateUp) {
|
if (powerUpIt->getType() == PowerUp::firerateUp) {
|
||||||
ship->setFirerate(100);
|
ship->setFirerate(100);
|
||||||
|
powerUpCollected.firerate = true;
|
||||||
fireratePUTimer.restart();
|
fireratePUTimer.restart();
|
||||||
}
|
}
|
||||||
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
|
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
|
||||||
ship->setTripleShot(true);
|
ship->setTripleShot(true);
|
||||||
|
powerUpCollected.tripleShot = true;
|
||||||
tripleShotPUTimer.restart();
|
tripleShotPUTimer.restart();
|
||||||
}
|
}
|
||||||
powerUpIt = powerUps.erase(powerUpIt);
|
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() {
|
void Plansza::check_Heart_collisions() {
|
||||||
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
|
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
|
||||||
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
|
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
|
||||||
@@ -892,5 +977,6 @@ void Plansza::check_Meteor_collisions() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ships Plansza::selectedShip = none;
|
ships Plansza::selectedShip = none;
|
||||||
unsigned int Plansza::score = 0;
|
unsigned int Plansza::score = 0;
|
||||||
@@ -1,11 +1,11 @@
|
|||||||
#include "../headers/Player.h"
|
|
||||||
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <SFML/Graphics/Font.hpp>
|
#include <SFML/Graphics/Font.hpp>
|
||||||
#include <SFML/Graphics/Text.hpp>
|
|
||||||
|
|
||||||
|
#include "../headers/Player.h"
|
||||||
#include "../headers/Plansza.h"
|
#include "../headers/Plansza.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||||
hp = 3;
|
hp = 3;
|
||||||
if(Plansza::selectedShip != none) {
|
if(Plansza::selectedShip != none) {
|
||||||
@@ -37,13 +37,13 @@ void Player::shoot() {
|
|||||||
auto now = std::chrono::steady_clock::now();
|
auto now = std::chrono::steady_clock::now();
|
||||||
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
|
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
|
||||||
if (tripleShot == true) {
|
if (tripleShot == true) {
|
||||||
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);
|
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
|
||||||
bullets.emplace_back(position.x + 40, position.y, bulletTexture);
|
bullets.emplace_back(position.x + 40, position.y, bulletTexture, bulletSpeed);
|
||||||
lastShotTime = now;
|
lastShotTime = now;
|
||||||
}
|
}
|
||||||
if (tripleShot == false) {
|
if (tripleShot == false) {
|
||||||
bullets.emplace_back(position.x, position.y, bulletTexture);
|
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
|
||||||
lastShotTime = now;
|
lastShotTime = now;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -123,4 +123,9 @@ std::vector<Rocket> &Player::getRockets() {
|
|||||||
return rockets;
|
return rockets;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::setBulletSpeed(float speed) {
|
||||||
|
this->bulletSpeed = speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Player* Player::player_ = nullptr;
|
Player* Player::player_ = nullptr;
|
||||||
|
|||||||
Reference in New Issue
Block a user