WIP - ultimate
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@@ -50,6 +50,8 @@ public:
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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 check_Debuff_collisions();
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void handleUltimate();
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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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void spawn_advanced_enemy();
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void spawn_advanced_enemy();
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@@ -22,6 +22,7 @@ public:
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void shoot() override;
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void shoot() override;
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void alternate_shoot();
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void alternate_shoot();
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void ultimate_shoot();
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void setFirerate(unsigned int firerate);
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void setFirerate(unsigned int firerate);
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void move(float deltaX, float deltaY) override;
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void move(float deltaX, float deltaY) override;
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void moveLeft() override;
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void moveLeft() override;
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@@ -30,13 +31,17 @@ 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 setBulletSpeed(float speed);
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bool getUltimateStatus();
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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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void loadTexture();
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void loadTexture();
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void setUltimateStatus(bool status);
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private:
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private:
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std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
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std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
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std::vector<Rocket> rockets;
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std::vector<Rocket> rockets;
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@@ -48,6 +53,7 @@ private:
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float bulletSpeed = 10.0f; // prędkość pocisku
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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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bool ultimateShootActive = false;
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};
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};
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@@ -2,6 +2,7 @@
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#include <iostream>
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/Plansza.h"
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#include "../headers/RandomNumberGenerator.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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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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: 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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}
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ships Plansza::selectedShip = none;
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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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}
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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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void Player::update() {
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// Wyłącz nieśmiertelność po określonym czasie
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// Wyłącz nieśmiertelność po określonym czasie
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if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
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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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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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