Boss utworzony, strzela, bombuje, wiazkuje(#KolizjaToDo)

This commit is contained in:
2025-01-13 23:59:18 +01:00
parent 62808a9fbf
commit 629b1279a9
6 changed files with 301 additions and 7 deletions

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@@ -44,6 +44,8 @@ add_executable(LotoStatek main.cpp
sources/Heart.cpp sources/Heart.cpp
headers/PowerUp.h headers/PowerUp.h
sources/PowerUp.cpp sources/PowerUp.cpp
sources/Boss.cpp
headers/Boss.h
) )
if(WIN32) if(WIN32)

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63
headers/Boss.h Normal file
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@@ -0,0 +1,63 @@
#ifndef BOSS_H
#define BOSS_H
#include "Actor.h"
#include "Bullet.h"
#include "Beam.h"
#include <vector>
#include <SFML/Graphics.hpp>
enum class BossDirection {
Up,
Down,
Left,
Right
};
class Boss : public Actor {
public:
Boss(int x, int y, const sf::Texture &bossTexture, const sf::Texture &bulletTexture, sf::Texture BombaTexture,
sf::RenderWindow *window);
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void shoot() override;
void dropBomb();
void shootLaser();
void move(float deltaX, float deltaY) override;
void update();
void takeDamage();
bool isAlive() const;
std::vector<Bullet>& getBullets() { return bullets; }
std::vector<Bullet>& getBombs() { return bombs; }
private:
float movementSpeed = 1.5f;
BossDirection direction = BossDirection::Down;
sf::Clock shootClock;
sf::Clock bombClock;
sf::Clock laserClock;
sf::Clock directionClock;
sf::Clock beamDurationClock;
float beamDuration = 1.0f;
sf::Texture bulletTexture;
sf::Texture BombaTexture;
sf::Texture beamTexture;
sf::RenderWindow* window;
Beam* laserBeam = nullptr;
std::vector<Bullet> bullets;
std::vector<Bullet> bombs;
void setRandomDirection();
void handleBounds();
};
#endif // BOSS_H

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@@ -17,6 +17,7 @@
#include "Heart.hpp" #include "Heart.hpp"
#include "PowerUp.h" #include "PowerUp.h"
#include "Size.h" #include "Size.h"
#include "Boss.h"
enum ships{ enum ships{
nova, nova,
@@ -49,10 +50,14 @@ public:
void spawn_enemy(); void spawn_enemy();
void spawn_advanced_enemy(); void spawn_advanced_enemy();
void spawn_wiazkowiec(); void spawn_wiazkowiec();
void spawn_boss();
void spawn_bomber(); void spawn_bomber();
void spawn_kamikadze(); void spawn_kamikadze();
~Plansza() { ~Plansza() {
delete ship; // usuwanie wskaźnika ship delete ship; // usuwanie wskaźnika ship
delete boss; // Usuwanie wskaźnika bossa
} }
static ships selectedShip; static ships selectedShip;
@@ -86,6 +91,7 @@ private:
sf::Texture advancedEnemyTexture; sf::Texture advancedEnemyTexture;
sf::Texture BomberEnemyTexture; sf::Texture BomberEnemyTexture;
sf::Texture BombaTexture; sf::Texture BombaTexture;
sf::Texture BossTexture;
sf::Texture KamikadzeTexture; sf::Texture KamikadzeTexture;
sf::Texture WiazkowiecTexture; sf::Texture WiazkowiecTexture;
sf::Texture WiazkaTexture; sf::Texture WiazkaTexture;
@@ -105,6 +111,9 @@ private:
std::vector<Heart> hearts; std::vector<Heart> hearts;
std::vector<sf::Sprite> heartStats; std::vector<sf::Sprite> heartStats;
std::vector<PowerUp> powerUps; std::vector<PowerUp> powerUps;
Boss* boss = nullptr; // Wskaźnik na bossa
sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
bool gameOver = false; bool gameOver = false;
}; };

149
sources/Boss.cpp Normal file
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@@ -0,0 +1,149 @@
#include "../headers/Boss.h"
#include <random>
#include <iostream>
#include "../headers/RandomNumberGenerator.h"
Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bulletTexture, const sf::Texture BombaTexture, sf::RenderWindow* window)
: Actor(x, y, bossTexture), bulletTexture(bulletTexture), BombaTexture(BombaTexture), window(window) {
try {
beamTexture.loadFromFile("../assets/img/wiazka/laser.png");
} catch (std::exception& e) {
std::cerr << "Failed to load textures: " << e.what() << std::endl;
exit(-500);
}
hp = 100;
firerate = 2000;
}
void Boss::shoot() {
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
Bullet leftBullet(position.x - 20, position.y, bulletTexture);
leftBullet.setSpeed(5.0f);
Bullet centerBullet(position.x, position.y, bulletTexture);
centerBullet.setSpeed(5.0f);
Bullet rightBullet(position.x + 20, position.y, bulletTexture);
rightBullet.setSpeed(5.0f);
bullets.push_back(std::move(leftBullet));
bullets.push_back(std::move(centerBullet));
bullets.push_back(std::move(rightBullet));
std::cout << "Strzal lezy" << std::endl;
shootClock.restart();
}
}
void Boss::dropBomb() {
if (bombClock.getElapsedTime().asMilliseconds() >= 5000) {
Bullet Bomb(position.x, position.y, BombaTexture);
Bomb.setSpeed(0.1f);
bullets.emplace_back(std::move(Bomb)); // Można zmienić na bombę
std::cout << "Bombka lezy" << std::endl;
bombClock.restart();
}
}
void Boss::shootLaser() {
if (!laserBeam && laserClock.getElapsedTime().asSeconds() >= 5.0f) {
laserBeam = new Beam(position.x, position.y, beamTexture);
beamDurationClock.restart();
laserClock.restart();
}
if (laserBeam) {
window->draw(laserBeam->getSprite());
std::cout << "Laser beam shooted" << std::endl;
if (beamDurationClock.getElapsedTime().asSeconds() >= beamDuration) {
delete laserBeam;
laserBeam = nullptr;
}
}
}
void Boss::move(float deltaX, float deltaY) {
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(deltaY);
handleBounds();
}
void Boss::update() {
if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
setRandomDirection();
directionClock.restart();
}
switch (direction) {
case BossDirection::Up: move(0, -movementSpeed); break;
case BossDirection::Down: move(0, movementSpeed); break;
case BossDirection::Left: move(-movementSpeed, 0); break;
case BossDirection::Right: move(movementSpeed, 0); break;
}
shoot();
dropBomb();
shootLaser();
// Aktualizacja pocisków
for (auto it = bullets.begin(); it != bullets.end();) {
it->update();
window->draw(it->getSprite());
if (it->isOutOfBounds()) {
it = bullets.erase(it);
} else {
++it;
}
}
// Aktualizacja bomb
for (auto it = bombs.begin(); it != bombs.end();) {
it->update();
window->draw(it->getSprite());
if (it->isOutOfBounds()) {
it = bombs.erase(it);
} else {
++it;
}
}
}
void Boss::moveLeft() {
move(-movementSpeed, 0.0f);
}
void Boss::moveRight() {
move(movementSpeed, 0.0f);
}
void Boss::moveUp() {
move(0.0f, -movementSpeed);
}
void Boss::moveDown() {
move(0.0f, movementSpeed);
}
void Boss::takeDamage() {
if (--hp <= 0) {
hp = 0;
}
}
bool Boss::isAlive() const {
return hp > 0;
}
void Boss::setRandomDirection() {
int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
direction = static_cast<BossDirection>(randomValue);
}
void Boss::handleBounds() {
if (position.x <= 0) direction = BossDirection::Right;
if (position.x >= 300) direction = BossDirection::Left;
if (position.y <= 0) direction = BossDirection::Down;
if (position.y >= 300) direction = BossDirection::Up;
}

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@@ -36,11 +36,21 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png"); KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png");
BombaTexture.loadFromFile("../assets/img/bullets/bomba.png"); BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png"); WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png");
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
} catch (std::exception &e) { } catch (std::exception &e) {
std::cerr << "Failed to load textures: " << e.what() << std::endl; std::cerr << "Failed to load textures: " << e.what() << std::endl;
exit(-500); exit(-500);
} }
try {
// ...
BossTexture.loadFromFile("../assets/img/boss/boss.png");
} catch (std::exception &e) {
std::cerr << "Failed to load boss texture: " << e.what() << std::endl;
exit(-500);
}
score = 0; score = 0;
// Wczytywanie czcionki dla licznika punktów // Wczytywanie czcionki dla licznika punktów
@@ -115,11 +125,12 @@ void Plansza::update() {
spawn_meteor(); spawn_meteor();
spawn_hearts(); spawn_hearts();
spawn_power_up(); spawn_power_up();
spawn_enemy(); // spawn_enemy();
spawn_advanced_enemy(); // spawn_advanced_enemy();
spawn_wiazkowiec(); // spawn_wiazkowiec();
spawn_bomber(); // spawn_bomber();
spawn_kamikadze(); // spawn_kamikadze();
spawn_boss();
// utrzymanie meteorów i pocisków w ruchu // utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: meteors) { for (auto &meteor: meteors) {
@@ -364,6 +375,55 @@ void Plansza::update() {
} }
} }
// Aktualizacja bossa
if (boss && boss->isAlive()) {
boss->update();
window->draw(boss->getSprite());
// Kolizje bossa z pociskami
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (boss->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
boss->takeDamage();
bulletIt = ship->getBullets().erase(bulletIt);
} else {
++bulletIt;
}
}
// Kolizja bossa z graczem
if (ship->getSprite().getGlobalBounds().intersects(boss->getSprite().getGlobalBounds())) {
ship->takeDamage();
}
} else if (bossSpawned && (!boss || !boss->isAlive())) {
std::cout << "Boss defeated!" << std::endl;
delete boss;
boss = nullptr;
bossSpawned = false; // Resetowanie flagi, jeśli boss został pokonany
}
// Obsługa pocisków bossa
if (boss && boss->isAlive()) {
for (auto it = boss->getBullets().begin(); it != boss->getBullets().end();) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage();
it = boss->getBullets().erase(it); // Usuwanie pocisku po trafieniu
} else {
++it;
}
}
// Obsługa bomb bossa
for (auto it = boss->getBombs().begin(); it != boss->getBombs().end();) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage();
it = boss->getBombs().erase(it); // Usuwanie bomby po trafieniu
} else {
++it;
}
}
}
for (auto &enemy: enemies) { for (auto &enemy: enemies) {
enemy.shoot(); enemy.shoot();
@@ -403,6 +463,7 @@ void Plansza::update() {
} }
} }
for (auto &bomberEnemy: BEnemies) { for (auto &bomberEnemy: BEnemies) {
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) { for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
bool bulletDestroyed = false; bool bulletDestroyed = false;
@@ -819,7 +880,7 @@ void Plansza::spawn_kamikadze() {
} }
void Plansza::spawn_wiazkowiec() { void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn co 10 sekund
if (WEnemies.size() < 1) { if (WEnemies.size() < 1) {
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50); int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window); Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
@@ -831,6 +892,15 @@ void Plansza::spawn_wiazkowiec() {
} }
} }
void Plansza::spawn_boss() {
if (!bossSpawned && bossSpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn po 60 sekundach
boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
bossSpawned = true;
std::cout << "Boss spawned!" << std::endl;
}
}
Size Plansza::getSize() { Size Plansza::getSize() {
return size; return size;
} }
@@ -893,4 +963,5 @@ void Plansza::check_Meteor_collisions() {
} }
ships Plansza::selectedShip = none; ships Plansza::selectedShip = none;
unsigned int Plansza::score = 0; unsigned int Plansza::score = 0;