diff --git a/headers/AdvancedEnemy.h b/headers/AdvancedEnemy.h index 769fa74..f3dae6e 100644 --- a/headers/AdvancedEnemy.h +++ b/headers/AdvancedEnemy.h @@ -3,8 +3,6 @@ #include "Enemy.h" -#include - enum class DirectionA { Up, Down, diff --git a/headers/Beam.h b/headers/Beam.h index 94eb345..1d37d57 100644 --- a/headers/Beam.h +++ b/headers/Beam.h @@ -2,7 +2,6 @@ #define LOTOSTATEK_BEAM_H #include -#include "Position.h" class Beam { public: diff --git a/headers/Bullet.h b/headers/Bullet.h index cc29809..f521be2 100644 --- a/headers/Bullet.h +++ b/headers/Bullet.h @@ -2,14 +2,11 @@ #define LOTOSTATEK_BULLET_H #include "Projectile.h" -#include "SFML/Graphics/Texture.hpp" class Bullet : public Projectile { public: Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {}; void update() override; -private: - float directionY; }; diff --git a/headers/Heart.hpp b/headers/Heart.hpp index ecaf8b6..14c785c 100644 --- a/headers/Heart.hpp +++ b/headers/Heart.hpp @@ -2,13 +2,12 @@ #define LOTOSTATEK_HEART_HPP #include "SFML/Graphics/Texture.hpp" -#include "SFML/Graphics/Sprite.hpp" #include "ObjectItem.hpp" class Heart : public ObjectItem { public: Heart(float x, float y, sf::Texture &texture); - void update(); + void update() override; }; #endif //LOTOSTATEK_HEART_HPP diff --git a/headers/Meteor.h b/headers/Meteor.h index 1a01eec..4439eb7 100644 --- a/headers/Meteor.h +++ b/headers/Meteor.h @@ -8,7 +8,7 @@ class Meteor : public ObjectItem { public: - Meteor(float x, float y, sf::Texture &texture); + Meteor(float x, float y, sf::Texture &texture_); void update(); }; diff --git a/headers/ObjectItem.hpp b/headers/ObjectItem.hpp index 18157e7..bfcdaee 100644 --- a/headers/ObjectItem.hpp +++ b/headers/ObjectItem.hpp @@ -12,7 +12,7 @@ public: bool getStatus(); virtual void update() = 0; protected: - sf::Texture texture; + sf::Texture texture_; sf::Sprite sprite; Position position; float rotationSpeed; diff --git a/headers/Wiazkowiec.h b/headers/Wiazkowiec.h index ab8b428..c0c0ec2 100644 --- a/headers/Wiazkowiec.h +++ b/headers/Wiazkowiec.h @@ -33,8 +33,6 @@ public: bool isShooting() const; const Beam* getBeam() const; void setPlanszaHeight(float height, float width); - void setMapBounds(float width, float height); - private: float planszaHeight = 800.f; diff --git a/sources/Bullet.cpp b/sources/Bullet.cpp index 226401f..5b766c7 100644 --- a/sources/Bullet.cpp +++ b/sources/Bullet.cpp @@ -1,8 +1,5 @@ #include "../headers/Bullet.h" -#include -#include - void Bullet::update() { //std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl; sprite.move(0.0f, speed); diff --git a/sources/Meteor.cpp b/sources/Meteor.cpp index 6e0e2eb..edbe41e 100644 --- a/sources/Meteor.cpp +++ b/sources/Meteor.cpp @@ -2,7 +2,7 @@ Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) { outOfBounds = false; - texture = texture; + texture_ = texture; sprite.setTexture(texture); sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite sprite.setPosition(x, y); diff --git a/sources/ObjectItem.cpp b/sources/ObjectItem.cpp index 7e4bb22..4d80017 100644 --- a/sources/ObjectItem.cpp +++ b/sources/ObjectItem.cpp @@ -1,11 +1,11 @@ #include "../headers/ObjectItem.hpp" ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) { - Position position_; - position_.x = x; - position_.y = y; + Position position_ = {0,0}; + position_.x = static_cast(x); + position_.y = static_cast(y); position = position_; - this->texture = texture; + this->texture_ = texture; } bool ObjectItem::getStatus() { diff --git a/sources/Plansza.cpp b/sources/Plansza.cpp index a167482..050fd81 100644 --- a/sources/Plansza.cpp +++ b/sources/Plansza.cpp @@ -140,7 +140,7 @@ void Plansza::update() { window->draw(rocket.getSprite()); } - // Sprawdzenie czy meteory i pociski są poza granicami ekranu + // Sprawdzenie, czy meteory i pociski są poza granicami ekranu update_meteors(); update_hearts(); ship->updateBullets(); @@ -406,7 +406,7 @@ void Plansza::update() { if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) { // Usuń pocisk Bombera i pocisk gracza it = bomberEnemy.getBullets().erase(it); - playerBulletIt = ship->getBullets().erase(playerBulletIt); + ship->getBullets().erase(playerBulletIt); bulletDestroyed = true; break; } else { @@ -420,7 +420,7 @@ void Plansza::update() { if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) { // Usuń pocisk Bombera i rakietę gracza it = bomberEnemy.getBullets().erase(it); - rocketIt = ship->getRockets().erase(rocketIt); + ship->getRockets().erase(rocketIt); bulletDestroyed = true; break; } else { @@ -474,7 +474,7 @@ void Plansza::update() { bool hit = false; for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { - bulletIt = ship->getBullets().erase(bulletIt); + ship->getBullets().erase(bulletIt); enemyIt->takeDamage(); hit = true; break; @@ -493,7 +493,7 @@ void Plansza::update() { bool hit = false; for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { - bulletIt = ship->getBullets().erase(bulletIt); + ship->getBullets().erase(bulletIt); advancedIt->takeDamage(); hit = true; break; @@ -512,7 +512,7 @@ void Plansza::update() { bool hit = false; for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { - bulletIt = ship->getBullets().erase(bulletIt); + ship->getBullets().erase(bulletIt); bomberIt->takeDamage(); hit = true; break; @@ -531,7 +531,7 @@ void Plansza::update() { bool hit = false; for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { - bulletIt = ship->getBullets().erase(bulletIt); + ship->getBullets().erase(bulletIt); kamikadzeIt->takeDamage(); hit = true; break; @@ -550,7 +550,7 @@ void Plansza::update() { bool hit = false; for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { - bulletIt = ship->getBullets().erase(bulletIt); + ship->getBullets().erase(bulletIt); wiazkowiecIt->takeDamage(); hit = true; break; @@ -572,7 +572,7 @@ void Plansza::update() { bool hit = false; for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { - rocketIt = ship->getRockets().erase(rocketIt); + ship->getRockets().erase(rocketIt); enemyIt->takeDamage(); hit = true; break; @@ -591,7 +591,7 @@ void Plansza::update() { bool hit = false; for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { if (advancedIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { - rocketIt = ship->getRockets().erase(rocketIt); + ship->getRockets().erase(rocketIt); advancedIt->takeDamage(); hit = true; break; @@ -610,7 +610,7 @@ void Plansza::update() { bool hit = false; for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { - rocketIt = ship->getRockets().erase(rocketIt); + ship->getRockets().erase(rocketIt); bomberIt->takeDamage(); hit = true; break; @@ -629,7 +629,7 @@ void Plansza::update() { bool hit = false; for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { - rocketIt = ship->getRockets().erase(rocketIt); + ship->getRockets().erase(rocketIt); kamikadzeIt->takeDamage(); hit = true; break; @@ -648,7 +648,7 @@ void Plansza::update() { bool hit = false; for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { - rocketIt = ship->getRockets().erase(rocketIt); + ship->getRockets().erase(rocketIt); wiazkowiecIt->takeDamage(); hit = true; break; @@ -687,6 +687,8 @@ void Plansza::update() { heartStats[1].setTexture(heartTexture); heartStats[2].setTexture(heartTexture); break; + default: + break; } @@ -698,7 +700,7 @@ void Plansza::update() { void Plansza::update_meteors() { - // usuwanie meteorów które wyleciały poza ekran + // usuwanie meteorów, które wyleciały poza ekran for (auto &meteor: meteors) { if (meteor.getStatus()) { meteors.erase(meteors.begin()); @@ -787,7 +789,7 @@ void Plansza::spawn_wiazkowiec() { void Plansza::update_hearts() { - // usuwanie serduszek które wyleciały poza ekran + // usuwanie serduszek, które wyleciały poza ekran for (auto& heart : hearts) { if(heart.getStatus()) { hearts.erase(hearts.begin()); diff --git a/sources/Player.cpp b/sources/Player.cpp index 56a2ce7..a64b2be 100644 --- a/sources/Player.cpp +++ b/sources/Player.cpp @@ -1,10 +1,7 @@ -#include - #include "../headers/Player.h" #include #include -#include #include #include "../headers/Plansza.h" diff --git a/sources/Rocket.cpp b/sources/Rocket.cpp index 39af7af..2d7970a 100644 --- a/sources/Rocket.cpp +++ b/sources/Rocket.cpp @@ -2,7 +2,7 @@ void Rocket::update() { sprite.move(0.0f, speed); - position.y += int(speed); + position.y += static_cast(speed); if(position.y < -100) { outOfBounds = true; } diff --git a/sources/Wiazkowiec.cpp b/sources/Wiazkowiec.cpp index 5d25552..f21f28e 100644 --- a/sources/Wiazkowiec.cpp +++ b/sources/Wiazkowiec.cpp @@ -5,7 +5,8 @@ #include "../headers/Plansza.h" -Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(new Beam(0, 0, 50.f, 50.f)) { +Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture) : Actor(x, y, texture), + beam(new Beam(0, 0, 50.f, 50.f)) { actorSprite.setTexture(texture); hp = 2; // 2 punkty życia firerate = 5000; // Strzela co 10 @@ -26,29 +27,29 @@ void Wiazkowiec::spawnBeam() { switch (direction) { case DirectionW::Up: beamHeight = position.y; - beamY -= beamHeight; - beam = new Beam(beamX, beamY, beamWidth, beamHeight); - break; + beamY -= beamHeight; + beam = new Beam(beamX, beamY, beamWidth, beamHeight); + break; case DirectionW::Down: beamHeight = planszaHeight - position.y; beam = new Beam(beamX, beamY, beamWidth, beamHeight); - break; + break; case DirectionW::Left: beamHeight = 50.f; - beamWidth = position.x; - beamX -= beamWidth; - beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f; - beam = new Beam(beamX, beamY, beamWidth, beamHeight); - break; + beamWidth = position.x; + beamX -= beamWidth; + beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f; + beam = new Beam(beamX, beamY, beamWidth, beamHeight); + break; case DirectionW::Right: beamHeight = 50.f; - beamWidth = 800 - position.x; - beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f; - beam = new Beam(beamX, beamY, beamWidth, beamHeight); - break; + beamWidth = 800 - position.x; + beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f; + beam = new Beam(beamX, beamY, beamWidth, beamHeight); + break; } -// beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red); + // beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red); beam->setVisible(true); shooting = true; @@ -65,21 +66,22 @@ void Wiazkowiec::shoot() { void Wiazkowiec::setRandomDirection() { // Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right - int directionIndex = std::rand() % 4; - switch (directionIndex) { + switch (std::rand() % 4) { case 0: direction = DirectionW::Up; - break; + break; case 1: direction = DirectionW::Down; - break; + break; case 2: direction = DirectionW::Left; - break; + break; case 3: direction = DirectionW::Right; - break; + break; + default: + break; } } @@ -143,19 +145,20 @@ void Wiazkowiec::update() { switch (direction) { case DirectionW::Up: moveUp(); - break; + break; case DirectionW::Down: moveDown(); - break; + break; case DirectionW::Left: moveLeft(); - break; + break; case DirectionW::Right: moveRight(); - break; + break; } - if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy + if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { + // Co 3 sekundy shoot(); shootClock.restart(); } @@ -163,7 +166,7 @@ void Wiazkowiec::update() { } // Ustawianie widoczności wiązki podczas renderowania -void Wiazkowiec::render(sf::RenderWindow& window) { +void Wiazkowiec::render(sf::RenderWindow &window) { if (beam->isVisible()) { beam->render(window); } @@ -184,6 +187,6 @@ bool Wiazkowiec::isShooting() const { return shooting; } -const Beam* Wiazkowiec::getBeam() const { +const Beam *Wiazkowiec::getBeam() const { return beam; -} \ No newline at end of file +}