powerups fully implemented
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@@ -26,7 +26,9 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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heartTexture.loadFromFile("../assets/img/hearts/heart.png");
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heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
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powerUpTexture.loadFromFile("../assets/img/powerups/PUSpeed.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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tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
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// Ładowanie tekstur wrogów
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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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@@ -70,7 +72,8 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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// TODO: Refactor tej metody bo rozrosła się za bardzo już
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void Plansza::update() {
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// tło
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srand(time(0));
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// tło
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background.update();
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background.draw(*window);
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@@ -99,11 +102,11 @@ void Plansza::update() {
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// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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ship->shoot();
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audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
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// audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
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}
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if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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ship->alternate_shoot();
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audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
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// audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
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}
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// generowanie nowego meteoru
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@@ -148,6 +151,7 @@ void Plansza::update() {
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// Sprawdzenie, czy meteory i pociski są poza granicami ekranu
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update_meteors();
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update_hearts();
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update_power_ups();
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ship->updateBullets();
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window->draw(ship->getSprite());
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@@ -168,15 +172,41 @@ void Plansza::update() {
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}
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// TODO: Dodać obsługę kilku różnych power-upów
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////////////////////////////////////////////////////////////////////////////////////////////////
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// Sprawdzenie kolizji z power-upem na prędkość poruszania się i zwiększenie prędkości statku
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for (auto powerUpIt = powerUps.begin(); powerUpIt != powerUps.end();) {
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if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
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ship->setMovingSpeed(10.0f);
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if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
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ship->setMovingSpeed(15.0f);
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movingSpeedPUTimer.restart();
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}
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if (powerUpIt->getType() == PowerUp::firerateUp) {
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ship->setFirerate(100);
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fireratePUTimer.restart();
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}
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if (powerUpIt->getType() == PowerUp::tripleShotUp) {
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ship->setTripleShot(true);
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tripleShotPUTimer.restart();
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}
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powerUpIt = powerUps.erase(powerUpIt);
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} else {
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++powerUpIt;
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}
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}
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if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
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ship->setMovingSpeed(8.0f);
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}
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if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f) {
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ship->setFirerate(200);
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}
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if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
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ship->setTripleShot(false);
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}
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///////////////////////////////Koniec obsługi kolizji z power-upami//////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
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bool meteorHit = false;
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for (auto rocketIt = ship->getBullets().begin(); rocketIt != ship->getBullets().end();) {
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@@ -763,7 +793,19 @@ void Plansza::spawn_hearts() {
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void Plansza::spawn_power_up() {
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if (powerUpSpawnClock.getElapsedTime().asSeconds() > 5) {
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if (powerUps.size() < 2) {
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powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, powerUpTexture);
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auto powerUpRand = rand() % 3;
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switch (powerUpRand) {
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case 0:
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powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, movingSpeedPowerUpTexture, PowerUp::movingSpeedUp);
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break;
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case 1:
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powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, fireratePowerUpTexture, PowerUp::firerateUp);
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break;
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case 2:
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powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, tripleShotPowerUpTexture, PowerUp::tripleShotUp);
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}
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}
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powerUpSpawnClock.restart();
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}
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@@ -836,7 +878,6 @@ std::vector<Meteor> &Plansza::getMeteors() {
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return meteors;
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}
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// TODO: naliczanie punktów za zabicie wrogów
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void Plansza::update_score() {
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if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
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score++;
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@@ -36,8 +36,16 @@ void Player::loadTexture() {
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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(position.x, position.y, bulletTexture);
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lastShotTime = now;
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if (tripleShot == true) {
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bullets.emplace_back(position.x - 40, position.y, bulletTexture);
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bullets.emplace_back(position.x, position.y, bulletTexture);
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bullets.emplace_back(position.x + 40, position.y, bulletTexture);
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lastShotTime = now;
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}
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if (tripleShot == false) {
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bullets.emplace_back(position.x, position.y, bulletTexture);
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lastShotTime = now;
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}
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}
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}
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@@ -79,6 +87,10 @@ void Player::takeDamage() {
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}
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}
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void Player::setTripleShot(bool toogle) {
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tripleShot = toogle;
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}
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void Player::setFirerate(unsigned int firerate) {
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this->firerate = firerate;
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}
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@@ -1,6 +1,6 @@
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#include "../headers/PowerUp.h"
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PowerUp::PowerUp(float x, float y, sf::Texture &texture): ObjectItem(x, y, texture) {
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PowerUp::PowerUp(float x, float y, sf::Texture &texture, PowerUp::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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@@ -9,6 +9,7 @@ PowerUp::PowerUp(float x, float y, sf::Texture &texture): ObjectItem(x, y, textu
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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 PowerUp::update() {
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