Zaimplementowano debuff.
Do dokończenia resetowanie debuff
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@@ -16,6 +16,7 @@
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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 "Debuff.h"
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#include "Size.h"
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enum ships{
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@@ -33,9 +34,11 @@ public:
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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 spawn_debuff();
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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_debuffs();
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void update();
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@@ -44,6 +47,7 @@ public:
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void check_PowerUp_collisions();
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void check_Heart_collisions();
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void check_Meteor_collisions();
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void check_Debuff_collisions();
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void spawn_player();
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void spawn_enemy();
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@@ -58,19 +62,27 @@ public:
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static ships selectedShip;
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static unsigned int score;
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sf::Font font;
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private:
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Background background;
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AudioManager audioManager;
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Player *ship;
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Size size;
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sf::RenderWindow *window;
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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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// Timers
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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 movingSpeedDebuffTimer;
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sf::Clock firerateDebuffTimer;
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sf::Clock bulletSpeedDebuffTimer;
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// Zegary
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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 debuffSpawnClock;
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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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sf::Clock enemySpawnClock;
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@@ -78,6 +90,8 @@ private:
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sf::Clock BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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//Textury
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sf::Texture playerTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerRocketTexture;
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@@ -96,6 +110,11 @@ private:
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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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sf::Texture movingSpeedDebuffTexture;
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sf::Texture firerateDebuffTexture;
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sf::Texture bulletSpeedDebuffTexture;
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// Tablice
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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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@@ -105,6 +124,9 @@ private:
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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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std::vector<Debuff> debuffs;
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// Zmienne prymitywne
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bool gameOver = false;
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};
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