Merge branch 'powerup'
This commit is contained in:
@@ -42,6 +42,8 @@ add_executable(LotoStatek main.cpp
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sources/Beam.cpp
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headers/Heart.hpp
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sources/Heart.cpp
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headers/PowerUp.h
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sources/PowerUp.cpp
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)
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if(WIN32)
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BIN
assets/img/powerups/TripleShotPU.png
Normal file
BIN
assets/img/powerups/TripleShotPU.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 9.3 KiB |
BIN
assets/img/powerups/fireratePU.png
Normal file
BIN
assets/img/powerups/fireratePU.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 2.3 KiB |
BIN
assets/img/powerups/movingSpeedPU.png
Normal file
BIN
assets/img/powerups/movingSpeedPU.png
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Binary file not shown.
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After Width: | Height: | Size: 7.0 KiB |
@@ -6,7 +6,7 @@
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class Heart : public ObjectItem {
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public:
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Heart(float x, float y, sf::Texture &texture);
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Heart(float x, float y, sf::Texture &texture_);
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void update() override;
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};
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@@ -7,6 +7,7 @@
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class ObjectItem {
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public:
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virtual ~ObjectItem() = default;
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ObjectItem(float x, float y, sf::Texture &texture);
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sf::Sprite &getSprite();
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bool getStatus();
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@@ -15,6 +15,7 @@
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#include "AudioManager.h"
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#include "Plansza.h"
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#include "Heart.hpp"
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#include "PowerUp.h"
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#include "Size.h"
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enum ships{
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@@ -31,8 +32,10 @@ public:
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std::vector<Meteor> &getMeteors();
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void spawn_meteor();
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void spawn_hearts();
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void spawn_power_up();
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void update_meteors();
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void update_hearts();
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void update_power_ups();
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void update();
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void update_score();
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void spawn_player();
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@@ -56,6 +59,10 @@ private:
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sf::Font font;
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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 movingSpeedPUTimer;
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sf::Clock fireratePUTimer;
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sf::Clock tripleShotPUTimer;
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sf::Clock spawnClock;
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sf::Clock scoreClock;
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sf::Clock shooterSpawnClock;
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@@ -79,6 +86,9 @@ private:
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sf::Texture meteorTexture2;
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sf::Texture heartTexture;
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sf::Texture heartTextureGray;
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sf::Texture movingSpeedPowerUpTexture;
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sf::Texture fireratePowerUpTexture;
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sf::Texture tripleShotPowerUpTexture;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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@@ -87,6 +97,7 @@ private:
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std::vector<Meteor> meteors;
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std::vector<Heart> hearts;
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std::vector<sf::Sprite> heartStats;
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std::vector<PowerUp> powerUps;
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bool gameOver = false;
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};
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@@ -29,6 +29,7 @@ public:
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void moveUp() override;
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void moveDown() override;
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void takeDamage();
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void setTripleShot(bool toogle);
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void update();
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std::vector<Rocket>& getRockets();
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@@ -44,6 +45,7 @@ private:
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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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bool isImmortal = false; // flaga na immortal
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bool tripleShot = false; // flaga na potrójny strzał
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};
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25
headers/PowerUp.h
Normal file
25
headers/PowerUp.h
Normal file
@@ -0,0 +1,25 @@
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#ifndef POWERUP_H
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#define POWERUP_H
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#include "ObjectItem.hpp"
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class PowerUp : public ObjectItem {
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public:
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enum Type {
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movingSpeedUp,
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firerateUp,
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tripleShotUp
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};
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PowerUp(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 //POWERUP_H
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@@ -1,13 +1,11 @@
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#include "../headers/Heart.hpp"
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Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
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outOfBounds = false;
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texture = texture;
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sprite.setTexture(texture);
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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.setPosition(x, y);
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movingSpeed = 3.0f;
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// sprite.scale(0.05f, 0.05f);
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position.x = x;
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position.y = y;
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rotationSpeed = 0;
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@@ -16,7 +14,6 @@ Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
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void Heart::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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// sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
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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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@@ -1,7 +1,6 @@
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#include "../headers/Meteor.h"
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Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
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outOfBounds = false;
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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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@@ -1,6 +1,7 @@
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#include "../headers/ObjectItem.hpp"
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ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
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outOfBounds = false;
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Position position_ = {0,0};
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position_.x = static_cast<int>(x);
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position_.y = static_cast<int>(y);
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@@ -21,8 +21,14 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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} else {
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playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
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}
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// Ładowanie tekstur itemów
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meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
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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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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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@@ -50,12 +56,6 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
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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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heartStats.emplace_back(heartTexture);
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heartStats.emplace_back(heartTexture);
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heartStats.emplace_back(heartTexture);
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@@ -64,6 +64,7 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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heartStats[2].setPosition(495, 10);
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meteorSpawnClock.restart();
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powerUpSpawnClock.restart();
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spawn_player();
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spawnClock.restart();
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@@ -71,6 +72,7 @@ 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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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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@@ -100,11 +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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@@ -113,9 +115,10 @@ void Plansza::update() {
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// Sprawnowanie wszystkich rodzajów wrogów
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// spawn_meteor();
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// spawn_hearts();
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spawn_power_up();
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// spawn_enemy();
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// spawn_advanced_enemy();
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spawn_wiazkowiec();
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// spawn_wiazkowiec();
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// spawn_bomber();
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// spawn_kamikadze();
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@@ -130,6 +133,11 @@ void Plansza::update() {
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window->draw(heart.getSprite());
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}
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for (auto &powerUp: powerUps) {
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powerUp.update();
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window->draw(powerUp.getSprite());
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}
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for (auto &bullet: ship->getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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@@ -143,6 +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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@@ -162,6 +171,42 @@ void Plansza::update() {
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}
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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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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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@@ -697,7 +742,6 @@ void Plansza::update() {
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}
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// Meteor-related niżej
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void Plansza::update_meteors() {
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// usuwanie meteorów, które wyleciały poza ekran
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for (auto &meteor: meteors) {
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@@ -707,6 +751,23 @@ void Plansza::update_meteors() {
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}
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}
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||||
|
||||
void Plansza::update_hearts() {
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// usuwanie serduszek, które wyleciały poza ekran
|
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for (auto& heart : hearts) {
|
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if(heart.getStatus()) {
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hearts.erase(hearts.begin());
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}
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}
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}
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void Plansza::update_power_ups() {
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for (auto& power : powerUps) {
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if(power.getStatus()) {
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powerUps.erase(powerUps.begin());
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}
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||||
}
|
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}
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void Plansza::spawn_meteor() {
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if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
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if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
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@@ -721,14 +782,35 @@ void Plansza::spawn_meteor() {
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}
|
||||
|
||||
void Plansza::spawn_hearts() {
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if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 26 + 5) { // randomowy spawn meteorytów od 5 do 30 sekundy
|
||||
if (hearts.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||
if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 26 + 5) { // randomowy spawn serduszek od 5 do 30 sekundy
|
||||
if (hearts.size() < 5) { // jeśli jest mniej niż 5 serduszek na planszy
|
||||
hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
|
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}
|
||||
heartSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_power_up() {
|
||||
if (powerUpSpawnClock.getElapsedTime().asSeconds() > 5) {
|
||||
if (powerUps.size() < 2) {
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
@@ -776,7 +858,7 @@ void Plansza::spawn_kamikadze() {
|
||||
}
|
||||
|
||||
void Plansza::spawn_wiazkowiec() {
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
|
||||
if (WEnemies.size() < 1) {
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
||||
@@ -788,16 +870,6 @@ void Plansza::spawn_wiazkowiec() {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Plansza::update_hearts() {
|
||||
// usuwanie serduszek, które wyleciały poza ekran
|
||||
for (auto& heart : hearts) {
|
||||
if(heart.getStatus()) {
|
||||
hearts.erase(hearts.begin());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Size Plansza::getSize() {
|
||||
return size;
|
||||
}
|
||||
@@ -806,7 +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++;
|
||||
|
||||
@@ -36,10 +36,18 @@ 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) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Player::alternate_shoot() {
|
||||
@@ -79,6 +87,10 @@ void Player::takeDamage() {
|
||||
}
|
||||
}
|
||||
|
||||
void Player::setTripleShot(bool toogle) {
|
||||
tripleShot = toogle;
|
||||
}
|
||||
|
||||
void Player::setFirerate(unsigned int firerate) {
|
||||
this->firerate = firerate;
|
||||
}
|
||||
|
||||
21
sources/PowerUp.cpp
Normal file
21
sources/PowerUp.cpp
Normal file
@@ -0,0 +1,21 @@
|
||||
#include "../headers/PowerUp.h"
|
||||
|
||||
PowerUp::PowerUp(float x, float y, sf::Texture &texture, PowerUp::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 PowerUp::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
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user