Zaimplementowano debuff.
Do dokończenia resetowanie debuff
This commit is contained in:
@@ -1,5 +1,11 @@
|
||||
#include "../headers/Bullet.h"
|
||||
|
||||
Bullet::Bullet(float x, float y, sf::Texture &texture): Projectile(x,y, texture) {}
|
||||
|
||||
Bullet::Bullet(float x, float y, sf::Texture &texture, float speed): Projectile(x,y, texture) {
|
||||
this->speed = -speed;
|
||||
}
|
||||
|
||||
void Bullet::update() {
|
||||
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
|
||||
sprite.move(0.0f, speed);
|
||||
|
||||
21
sources/Debuff.cpp
Normal file
21
sources/Debuff.cpp
Normal file
@@ -0,0 +1,21 @@
|
||||
#include "../headers/Debuff.h"
|
||||
|
||||
Debuff::Debuff(float x, float y, sf::Texture &texture, 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 Debuff::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
|
||||
}
|
||||
}
|
||||
@@ -29,6 +29,9 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
|
||||
movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
|
||||
fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
|
||||
tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
|
||||
movingSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/movingSpeedDBF.png");
|
||||
firerateDebuffTexture.loadFromFile("../assets/img/debuffs/firerateDBF.png");
|
||||
bulletSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/BulletSpeedDBF.png");
|
||||
// Ładowanie tekstur wrogów
|
||||
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
|
||||
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
|
||||
@@ -65,9 +68,10 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
|
||||
|
||||
meteorSpawnClock.restart();
|
||||
powerUpSpawnClock.restart();
|
||||
debuffSpawnClock.restart();
|
||||
spawn_player();
|
||||
|
||||
spawnClock.restart();
|
||||
// spawnClock.restart();
|
||||
}
|
||||
|
||||
// TODO: Refactor tej metody bo rozrosła się za bardzo już
|
||||
@@ -112,14 +116,15 @@ void Plansza::update() {
|
||||
ship->update(); // migotanie statku
|
||||
update_score(); // naliczanie punktów
|
||||
// Sprawnowanie wszystkich rodzajów wrogów
|
||||
spawn_meteor();
|
||||
spawn_hearts();
|
||||
spawn_power_up();
|
||||
spawn_enemy();
|
||||
spawn_advanced_enemy();
|
||||
spawn_wiazkowiec();
|
||||
spawn_bomber();
|
||||
spawn_kamikadze();
|
||||
// spawn_meteor();
|
||||
// spawn_hearts();
|
||||
// spawn_power_up();
|
||||
spawn_debuff();
|
||||
// spawn_enemy();
|
||||
// spawn_advanced_enemy();
|
||||
// spawn_wiazkowiec();
|
||||
// spawn_bomber();
|
||||
// spawn_kamikadze();
|
||||
|
||||
// utrzymanie meteorów i pocisków w ruchu
|
||||
for (auto &meteor: meteors) {
|
||||
@@ -137,6 +142,11 @@ void Plansza::update() {
|
||||
window->draw(powerUp.getSprite());
|
||||
}
|
||||
|
||||
for (auto &debuff: debuffs) {
|
||||
debuff.update();
|
||||
window->draw(debuff.getSprite());
|
||||
}
|
||||
|
||||
for (auto &bullet: ship->getBullets()) {
|
||||
bullet.update();
|
||||
window->draw(bullet.getSprite());
|
||||
@@ -151,6 +161,7 @@ void Plansza::update() {
|
||||
update_meteors();
|
||||
update_hearts();
|
||||
update_power_ups();
|
||||
update_debuffs();
|
||||
ship->updateBullets();
|
||||
|
||||
window->draw(ship->getSprite());
|
||||
@@ -158,15 +169,27 @@ void Plansza::update() {
|
||||
check_Meteor_collisions();
|
||||
check_Heart_collisions();
|
||||
check_PowerUp_collisions();
|
||||
check_Debuff_collisions();
|
||||
|
||||
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
||||
|
||||
// TODO: Dodać flagę aby warunek był sprawdzany nie tylko pod kątem Timeru ale również pod kątem ustawionej flagi
|
||||
// if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
||||
// ship->setMovingSpeed(8.0f);
|
||||
// }
|
||||
// if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f ) {
|
||||
// ship->setFirerate(200);
|
||||
// }
|
||||
// if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
||||
// ship->setTripleShot(false);
|
||||
// }
|
||||
if (movingSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
||||
ship->setMovingSpeed(8.0f);
|
||||
}
|
||||
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f) {
|
||||
if (firerateDebuffTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
||||
ship->setFirerate(200);
|
||||
}
|
||||
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
||||
ship->setTripleShot(false);
|
||||
if (bulletSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
||||
ship->setBulletSpeed(10.0f);
|
||||
}
|
||||
|
||||
if (gameOver) {
|
||||
@@ -729,6 +752,14 @@ void Plansza::update_power_ups() {
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::update_debuffs() {
|
||||
for (auto& debuff : debuffs) {
|
||||
if(debuff.getStatus()) {
|
||||
debuffs.erase(debuffs.begin());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_meteor() {
|
||||
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
||||
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||
@@ -764,6 +795,7 @@ void Plansza::spawn_power_up() {
|
||||
break;
|
||||
case 2:
|
||||
powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, tripleShotPowerUpTexture, PowerUp::tripleShotUp);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -772,6 +804,25 @@ void Plansza::spawn_power_up() {
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_debuff() {
|
||||
if (debuffSpawnClock.getElapsedTime().asSeconds() > 5) {
|
||||
if (debuffs.size() < 1) {
|
||||
switch (rand() % 3) {
|
||||
case 0:
|
||||
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, movingSpeedDebuffTexture, Debuff::movingSpeedDbf);
|
||||
break;
|
||||
case 1:
|
||||
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, firerateDebuffTexture, Debuff::firerateDbf);
|
||||
break;
|
||||
case 2:
|
||||
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, bulletSpeedDebuffTexture, Debuff::bulletSpeedDbf);
|
||||
break;
|
||||
}
|
||||
}
|
||||
debuffSpawnClock.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();
|
||||
@@ -873,6 +924,28 @@ void Plansza::check_PowerUp_collisions() {
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::check_Debuff_collisions() {
|
||||
for (auto debuffIt = debuffs.begin(); debuffIt != debuffs.end();) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(debuffIt->getSprite().getGlobalBounds())) {
|
||||
if (debuffIt->getType() == Debuff::movingSpeedDbf) {
|
||||
ship->setMovingSpeed(20.0f);
|
||||
movingSpeedDebuffTimer.restart();
|
||||
}
|
||||
if (debuffIt->getType() == Debuff::firerateDbf) {
|
||||
ship->setFirerate(500);
|
||||
firerateDebuffTimer.restart();
|
||||
}
|
||||
if (debuffIt->getType() == Debuff::bulletSpeedDbf) {
|
||||
ship->setBulletSpeed(5.0f);
|
||||
bulletSpeedDebuffTimer.restart();
|
||||
}
|
||||
debuffIt = debuffs.erase(debuffIt);
|
||||
} else {
|
||||
++debuffIt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::check_Heart_collisions() {
|
||||
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
|
||||
@@ -892,5 +965,6 @@ void Plansza::check_Meteor_collisions() {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ships Plansza::selectedShip = none;
|
||||
unsigned int Plansza::score = 0;
|
||||
@@ -1,11 +1,11 @@
|
||||
#include "../headers/Player.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <SFML/Graphics/Font.hpp>
|
||||
#include <SFML/Graphics/Text.hpp>
|
||||
|
||||
#include "../headers/Player.h"
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
|
||||
|
||||
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||
hp = 3;
|
||||
if(Plansza::selectedShip != none) {
|
||||
@@ -37,13 +37,13 @@ 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);
|
||||
bullets.emplace_back(position.x - 40, position.y, bulletTexture, bulletSpeed);
|
||||
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
|
||||
bullets.emplace_back(position.x + 40, position.y, bulletTexture, bulletSpeed);
|
||||
lastShotTime = now;
|
||||
}
|
||||
if (tripleShot == false) {
|
||||
bullets.emplace_back(position.x, position.y, bulletTexture);
|
||||
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
|
||||
lastShotTime = now;
|
||||
}
|
||||
}
|
||||
@@ -123,4 +123,9 @@ std::vector<Rocket> &Player::getRockets() {
|
||||
return rockets;
|
||||
}
|
||||
|
||||
void Player::setBulletSpeed(float speed) {
|
||||
this->bulletSpeed = speed;
|
||||
}
|
||||
|
||||
|
||||
Player* Player::player_ = nullptr;
|
||||
|
||||
Reference in New Issue
Block a user