Złączono i wszystko działa, ale trzeba zrobić mocny refactor Planszy bo za dużo niewiadomo skąd biorących się pętli

This commit is contained in:
2024-12-13 20:05:11 +01:00
parent fdf67f4bc2
commit 80a4b1b397
5 changed files with 30 additions and 83 deletions

View File

@@ -59,7 +59,7 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
spawnClock.restart();
}
// TODO: Refactor tej metody bo rozrosła się za bardzo już
void Plansza::update() {
// tło
background.update();
@@ -136,18 +136,18 @@ void Plansza::update() {
update_hearts();
ship->updateBullets();
ship.update();
ship->update();
window->draw(ship->getSprite());
for (auto &meteor: meteors) {
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship.onHit();
ship->takeDamage();
}
}
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship.getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
ship.healUP();
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
ship->healUP();
heartIt = hearts.erase(heartIt);
} else {
++heartIt;
@@ -156,9 +156,9 @@ void Plansza::update() {
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end();) {
for (auto rocketIt = ship->getBullets().begin(); rocketIt != ship->getBullets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getBullets().erase(rocketIt);
ship->getBullets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
@@ -173,9 +173,9 @@ void Plansza::update() {
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getRockets().erase(rocketIt);
ship->getRockets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
@@ -189,13 +189,7 @@ void Plansza::update() {
}
// Warunek przeganej
if (gameOver) {
ship->takeDamage();
}
}
if (!ship->isAlive()) {
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
sf::Font font;
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
@@ -662,7 +656,7 @@ void Plansza::update() {
// Statystyka życia gracza (wyświetlanie)
switch (ship.getHP()) {
switch (ship->getHP()) {
case 0:
heartStats[0].setTexture(heartTextureGray);
heartStats[1].setTexture(heartTextureGray);

View File

@@ -8,7 +8,7 @@
#include <SFML/Graphics/Text.hpp>
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
hp = 3;
}
Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
@@ -21,7 +21,6 @@ Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
void Player::loadTexture() {
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
hp = 3;
damageDealClock.restart();
originalColor = actorSprite.getColor();
}
@@ -64,43 +63,10 @@ void Player::update() {
void Player::takeDamage() {
if (!isImmortal) {
if (health > 0) {
health--;
std::cout << "Player hit! Remaining health: " << health << "\n";
if (hp > 0) {
hp--;
isImmortal = true; // Aktywuj chwilową nieśmiertelność
immortalityClock.restart();
if (health <= 0) {
std::cout << "Player has been destroyed!\n";
std::cout << "You lost the game!\n";
}
}
}
}
bool Player::isAlive() const {
return health > 0;
}
void Player::onHit() {
dealDamage();
isBlinking = true;
}
void Player::update() {
if (isBlinking) {
auto elapsed = damageDealClock.getElapsedTime().asMilliseconds();
if (elapsed < 1000) { // miganie przez 1 sekundę
if ((elapsed / 100) % 2 == 0) {
actorSprite.setColor(sf::Color(255, 255, 255, 128)); // półprzeźroczysty
} else {
actorSprite.setColor(originalColor); // oryginalny kolor
}
} else {
isBlinking = false;
actorSprite.setColor(originalColor); // przywróć oryginalny kolor
}
}
}