This commit is contained in:
2024-12-19 16:01:21 +01:00
parent 36984b859f
commit 76203a8b29
14 changed files with 58 additions and 68 deletions

View File

@@ -3,8 +3,6 @@
#include "Enemy.h" #include "Enemy.h"
#include <cmath>
enum class DirectionA { enum class DirectionA {
Up, Up,
Down, Down,

View File

@@ -2,7 +2,6 @@
#define LOTOSTATEK_BEAM_H #define LOTOSTATEK_BEAM_H
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "Position.h"
class Beam { class Beam {
public: public:

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@@ -2,14 +2,11 @@
#define LOTOSTATEK_BULLET_H #define LOTOSTATEK_BULLET_H
#include "Projectile.h" #include "Projectile.h"
#include "SFML/Graphics/Texture.hpp"
class Bullet : public Projectile { class Bullet : public Projectile {
public: public:
Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {}; Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
void update() override; void update() override;
private:
float directionY;
}; };

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@@ -2,13 +2,12 @@
#define LOTOSTATEK_HEART_HPP #define LOTOSTATEK_HEART_HPP
#include "SFML/Graphics/Texture.hpp" #include "SFML/Graphics/Texture.hpp"
#include "SFML/Graphics/Sprite.hpp"
#include "ObjectItem.hpp" #include "ObjectItem.hpp"
class Heart : public ObjectItem { class Heart : public ObjectItem {
public: public:
Heart(float x, float y, sf::Texture &texture); Heart(float x, float y, sf::Texture &texture);
void update(); void update() override;
}; };
#endif //LOTOSTATEK_HEART_HPP #endif //LOTOSTATEK_HEART_HPP

View File

@@ -8,7 +8,7 @@
class Meteor : public ObjectItem { class Meteor : public ObjectItem {
public: public:
Meteor(float x, float y, sf::Texture &texture); Meteor(float x, float y, sf::Texture &texture_);
void update(); void update();
}; };

View File

@@ -12,7 +12,7 @@ public:
bool getStatus(); bool getStatus();
virtual void update() = 0; virtual void update() = 0;
protected: protected:
sf::Texture texture; sf::Texture texture_;
sf::Sprite sprite; sf::Sprite sprite;
Position position; Position position;
float rotationSpeed; float rotationSpeed;

View File

@@ -33,8 +33,6 @@ public:
bool isShooting() const; bool isShooting() const;
const Beam* getBeam() const; const Beam* getBeam() const;
void setPlanszaHeight(float height, float width); void setPlanszaHeight(float height, float width);
void setMapBounds(float width, float height);
private: private:
float planszaHeight = 800.f; float planszaHeight = 800.f;

View File

@@ -1,8 +1,5 @@
#include "../headers/Bullet.h" #include "../headers/Bullet.h"
#include <iostream>
#include <ostream>
void Bullet::update() { void Bullet::update() {
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl; //std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
sprite.move(0.0f, speed); sprite.move(0.0f, speed);

View File

@@ -2,7 +2,7 @@
Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) { Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
outOfBounds = false; outOfBounds = false;
texture = texture; texture_ = texture;
sprite.setTexture(texture); sprite.setTexture(texture);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
sprite.setPosition(x, y); sprite.setPosition(x, y);

View File

@@ -1,11 +1,11 @@
#include "../headers/ObjectItem.hpp" #include "../headers/ObjectItem.hpp"
ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) { ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
Position position_; Position position_ = {0,0};
position_.x = x; position_.x = static_cast<int>(x);
position_.y = y; position_.y = static_cast<int>(y);
position = position_; position = position_;
this->texture = texture; this->texture_ = texture;
} }
bool ObjectItem::getStatus() { bool ObjectItem::getStatus() {

View File

@@ -140,7 +140,7 @@ void Plansza::update() {
window->draw(rocket.getSprite()); 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_meteors();
update_hearts(); update_hearts();
ship->updateBullets(); ship->updateBullets();
@@ -406,7 +406,7 @@ void Plansza::update() {
if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) { if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i pocisk gracza // Usuń pocisk Bombera i pocisk gracza
it = bomberEnemy.getBullets().erase(it); it = bomberEnemy.getBullets().erase(it);
playerBulletIt = ship->getBullets().erase(playerBulletIt); ship->getBullets().erase(playerBulletIt);
bulletDestroyed = true; bulletDestroyed = true;
break; break;
} else { } else {
@@ -420,7 +420,7 @@ void Plansza::update() {
if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) { if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i rakietę gracza // Usuń pocisk Bombera i rakietę gracza
it = bomberEnemy.getBullets().erase(it); it = bomberEnemy.getBullets().erase(it);
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
bulletDestroyed = true; bulletDestroyed = true;
break; break;
} else { } else {
@@ -474,7 +474,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
enemyIt->takeDamage(); enemyIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -493,7 +493,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
advancedIt->takeDamage(); advancedIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -512,7 +512,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
bomberIt->takeDamage(); bomberIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -531,7 +531,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
kamikadzeIt->takeDamage(); kamikadzeIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -550,7 +550,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) { for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
wiazkowiecIt->takeDamage(); wiazkowiecIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -572,7 +572,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
enemyIt->takeDamage(); enemyIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -591,7 +591,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (advancedIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { if (advancedIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
advancedIt->takeDamage(); advancedIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -610,7 +610,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
bomberIt->takeDamage(); bomberIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -629,7 +629,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
kamikadzeIt->takeDamage(); kamikadzeIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -648,7 +648,7 @@ void Plansza::update() {
bool hit = false; bool hit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) { for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) { if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
wiazkowiecIt->takeDamage(); wiazkowiecIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -687,6 +687,8 @@ void Plansza::update() {
heartStats[1].setTexture(heartTexture); heartStats[1].setTexture(heartTexture);
heartStats[2].setTexture(heartTexture); heartStats[2].setTexture(heartTexture);
break; break;
default:
break;
} }
@@ -698,7 +700,7 @@ void Plansza::update() {
void Plansza::update_meteors() { void Plansza::update_meteors() {
// usuwanie meteorów które wyleciały poza ekran // usuwanie meteorów, które wyleciały poza ekran
for (auto &meteor: meteors) { for (auto &meteor: meteors) {
if (meteor.getStatus()) { if (meteor.getStatus()) {
meteors.erase(meteors.begin()); meteors.erase(meteors.begin());
@@ -787,7 +789,7 @@ void Plansza::spawn_wiazkowiec() {
void Plansza::update_hearts() { void Plansza::update_hearts() {
// usuwanie serduszek które wyleciały poza ekran // usuwanie serduszek, które wyleciały poza ekran
for (auto& heart : hearts) { for (auto& heart : hearts) {
if(heart.getStatus()) { if(heart.getStatus()) {
hearts.erase(hearts.begin()); hearts.erase(hearts.begin());

View File

@@ -1,10 +1,7 @@
#include <utility>
#include "../headers/Player.h" #include "../headers/Player.h"
#include <iostream> #include <iostream>
#include <SFML/Graphics/Font.hpp> #include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Text.hpp> #include <SFML/Graphics/Text.hpp>
#include "../headers/Plansza.h" #include "../headers/Plansza.h"

View File

@@ -2,7 +2,7 @@
void Rocket::update() { void Rocket::update() {
sprite.move(0.0f, speed); sprite.move(0.0f, speed);
position.y += int(speed); position.y += static_cast<int>(speed);
if(position.y < -100) { if(position.y < -100) {
outOfBounds = true; outOfBounds = true;
} }

View File

@@ -5,7 +5,8 @@
#include "../headers/Plansza.h" #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); actorSprite.setTexture(texture);
hp = 2; // 2 punkty życia hp = 2; // 2 punkty życia
firerate = 5000; // Strzela co 10 firerate = 5000; // Strzela co 10
@@ -26,29 +27,29 @@ void Wiazkowiec::spawnBeam() {
switch (direction) { switch (direction) {
case DirectionW::Up: case DirectionW::Up:
beamHeight = position.y; beamHeight = position.y;
beamY -= beamHeight; beamY -= beamHeight;
beam = new Beam(beamX, beamY, beamWidth, beamHeight); beam = new Beam(beamX, beamY, beamWidth, beamHeight);
break; break;
case DirectionW::Down: case DirectionW::Down:
beamHeight = planszaHeight - position.y; beamHeight = planszaHeight - position.y;
beam = new Beam(beamX, beamY, beamWidth, beamHeight); beam = new Beam(beamX, beamY, beamWidth, beamHeight);
break; break;
case DirectionW::Left: case DirectionW::Left:
beamHeight = 50.f; beamHeight = 50.f;
beamWidth = position.x; beamWidth = position.x;
beamX -= beamWidth; beamX -= beamWidth;
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f; beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
beam = new Beam(beamX, beamY, beamWidth, beamHeight); beam = new Beam(beamX, beamY, beamWidth, beamHeight);
break; break;
case DirectionW::Right: case DirectionW::Right:
beamHeight = 50.f; beamHeight = 50.f;
beamWidth = 800 - position.x; beamWidth = 800 - position.x;
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f; beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
beam = new Beam(beamX, beamY, beamWidth, beamHeight); beam = new Beam(beamX, beamY, beamWidth, beamHeight);
break; break;
} }
// beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red); // beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam->setVisible(true); beam->setVisible(true);
shooting = true; shooting = true;
@@ -65,21 +66,22 @@ void Wiazkowiec::shoot() {
void Wiazkowiec::setRandomDirection() { void Wiazkowiec::setRandomDirection() {
// Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right // Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right
int directionIndex = std::rand() % 4;
switch (directionIndex) { switch (std::rand() % 4) {
case 0: case 0:
direction = DirectionW::Up; direction = DirectionW::Up;
break; break;
case 1: case 1:
direction = DirectionW::Down; direction = DirectionW::Down;
break; break;
case 2: case 2:
direction = DirectionW::Left; direction = DirectionW::Left;
break; break;
case 3: case 3:
direction = DirectionW::Right; direction = DirectionW::Right;
break; break;
default:
break;
} }
} }
@@ -143,19 +145,20 @@ void Wiazkowiec::update() {
switch (direction) { switch (direction) {
case DirectionW::Up: case DirectionW::Up:
moveUp(); moveUp();
break; break;
case DirectionW::Down: case DirectionW::Down:
moveDown(); moveDown();
break; break;
case DirectionW::Left: case DirectionW::Left:
moveLeft(); moveLeft();
break; break;
case DirectionW::Right: case DirectionW::Right:
moveRight(); moveRight();
break; break;
} }
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy if (shootClock.getElapsedTime().asSeconds() >= 3.0f) {
// Co 3 sekundy
shoot(); shoot();
shootClock.restart(); shootClock.restart();
} }
@@ -163,7 +166,7 @@ void Wiazkowiec::update() {
} }
// Ustawianie widoczności wiązki podczas renderowania // Ustawianie widoczności wiązki podczas renderowania
void Wiazkowiec::render(sf::RenderWindow& window) { void Wiazkowiec::render(sf::RenderWindow &window) {
if (beam->isVisible()) { if (beam->isVisible()) {
beam->render(window); beam->render(window);
} }
@@ -184,6 +187,6 @@ bool Wiazkowiec::isShooting() const {
return shooting; return shooting;
} }
const Beam* Wiazkowiec::getBeam() const { const Beam *Wiazkowiec::getBeam() const {
return beam; return beam;
} }