WIP - ultimate
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@@ -2,6 +2,7 @@
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/RandomNumberGenerator.h"
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#include <SFML/Graphics.hpp>
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
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: background("../assets/img/background/background.png", 2.0f) {
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@@ -1098,4 +1099,30 @@ void Plansza::check_Meteor_collisions() {
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}
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ships Plansza::selectedShip = none;
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unsigned int Plansza::score = 0;
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unsigned int Plansza::score = 0;
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void Plansza::handleUltimate() {
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sf::Clock ultimateClock;
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ultimateClock.restart();
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if(ship->getUltimateStatus()) {
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sf::RectangleShape ultimateShape(sf::Vector2f(600,800));
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ultimateShape.setFillColor(sf::Color(255,255,255));
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meteors.clear();
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// hearts.clear();
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// powerUps.clear();
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debuffs.clear();
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enemies.clear();
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AEnemies.clear();
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BEnemies.clear();
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KEnemies.clear();
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WEnemies.clear();
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if(ultimateClock.getElapsedTime().asSeconds() < 1) {
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window->draw(ultimateShape);
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} else {
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ship->setUltimateStatus(false);
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}
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}
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}
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@@ -58,6 +58,10 @@ void Player::alternate_shoot() {
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}
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}
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void Player::ultimate_shoot() {
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ultimateShootActive = true;
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}
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void Player::update() {
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// Wyłącz nieśmiertelność po określonym czasie
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if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
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@@ -129,3 +133,11 @@ void Player::setBulletSpeed(float speed) {
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Player* Player::player_ = nullptr;
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bool Player::getUltimateStatus() {
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return ultimateShootActive;
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}
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void Player::setUltimateStatus(bool status) {
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ultimateShootActive = status;
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}
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