powerups fully implemented

This commit is contained in:
2025-01-06 16:17:38 +01:00
parent b1b5858fb6
commit 4d2283d15e
9 changed files with 87 additions and 12 deletions

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@@ -60,6 +60,9 @@ private:
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock powerUpSpawnClock;
sf::Clock movingSpeedPUTimer;
sf::Clock fireratePUTimer;
sf::Clock tripleShotPUTimer;
sf::Clock spawnClock;
sf::Clock scoreClock;
sf::Clock shooterSpawnClock;
@@ -83,7 +86,9 @@ private:
sf::Texture meteorTexture2;
sf::Texture heartTexture;
sf::Texture heartTextureGray;
sf::Texture powerUpTexture;
sf::Texture movingSpeedPowerUpTexture;
sf::Texture fireratePowerUpTexture;
sf::Texture tripleShotPowerUpTexture;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;

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@@ -29,6 +29,7 @@ public:
void moveUp() override;
void moveDown() override;
void takeDamage();
void setTripleShot(bool toogle);
void update();
std::vector<Rocket>& getRockets();
@@ -44,6 +45,7 @@ private:
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
bool isImmortal = false; // flaga na immortal
bool tripleShot = false; // flaga na potrójny strzał
};

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@@ -4,8 +4,22 @@
class PowerUp : public ObjectItem {
public:
PowerUp(float x, float y, sf::Texture &texture_);
enum Type {
movingSpeedUp,
firerateUp,
tripleShotUp
};
PowerUp(float x, float y, sf::Texture &texture, Type type);
void update() override;
Type getType() const {
return type_;
}
private:
Type type_;
};
#endif //POWERUP_H

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

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@@ -36,8 +36,16 @@ void Player::loadTexture() {
void Player::shoot() {
auto now = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
bullets.emplace_back(position.x, position.y, bulletTexture);
lastShotTime = now;
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);
lastShotTime = now;
}
if (tripleShot == false) {
bullets.emplace_back(position.x, position.y, bulletTexture);
lastShotTime = now;
}
}
}
@@ -79,6 +87,10 @@ void Player::takeDamage() {
}
}
void Player::setTripleShot(bool toogle) {
tripleShot = toogle;
}
void Player::setFirerate(unsigned int firerate) {
this->firerate = firerate;
}

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@@ -1,6 +1,6 @@
#include "../headers/PowerUp.h"
PowerUp::PowerUp(float x, float y, sf::Texture &texture): ObjectItem(x, y, texture) {
PowerUp::PowerUp(float x, float y, sf::Texture &texture, PowerUp::Type type): ObjectItem(x, y, texture) {
position.x = x;
position.y = y;
texture_ = texture;
@@ -9,6 +9,7 @@ PowerUp::PowerUp(float x, float y, sf::Texture &texture): ObjectItem(x, y, textu
sprite.setScale(0.5f, 0.5f);
sprite.setPosition(x, y);
movingSpeed = 3.0f;
this->type_ = type;
}
void PowerUp::update() {