Dziuala 3 strzlowiec

This commit is contained in:
2024-12-10 20:20:05 +01:00
parent 77eb83c2c3
commit 81b04bae0f
12 changed files with 279 additions and 15 deletions

View File

@@ -2,8 +2,8 @@
#include <iostream>
Actor::Actor(int x, int y, std::string path) {
loadTexture(path);
Actor::Actor(int x, int y, const sf::Texture& texture) {
actorSprite.setTexture(texture);
position.x = x;
position.y = y;
actorSprite.setOrigin(actorSprite.getLocalBounds().width / 2, actorSprite.getLocalBounds().height / 2); // wycentrowanie sprite
@@ -19,6 +19,9 @@ void Actor::loadTexture(std::string path) {
}
sf::Sprite &Actor::getSprite() {
if (!actorSprite.getTexture()) {
std::cerr << "actorSprite has no texture set!" << std::endl;
}
return actorSprite;
}

89
sources/AdvancedEnemy.cpp Normal file
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@@ -0,0 +1,89 @@
#include "../headers/AdvancedEnemy.h"
#include "../headers/Bullet.h"
AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
enemyBulletTexture = bulletTexture;
hp = 2; // 2 punkty życia
firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
}
void AdvancedEnemy::shoot() {
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
Bullet Cbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
Cbullet.setSpeed(10.0f); // Prędkość w dół
bullets.emplace_back(std::move(Cbullet));
Bullet Lbullet(position.x - 20, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
Lbullet.setSpeed(10.0f); // Prędkość w dół
bullets.emplace_back(std::move(Lbullet));
Bullet Rbullet(position.x + 20, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
Rbullet.setSpeed(10.0f); // Prędkość w dół
bullets.emplace_back(std::move(Rbullet));
shootClock.restart();
}
}
void AdvancedEnemy::updateDirection() {
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
if (position.y <= 0) {
direction = DirectionA::Down;
} else if (position.y >= 800) {
direction = DirectionA::Up;
}
// logika dla kierunku lewo/prawo
if (position.x <= 0) {
direction = DirectionA::Right;
} else if (position.x >= 1200) {
direction = DirectionA::Left;
}
}
void AdvancedEnemy::move(float deltaX, float deltaY) {
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(deltaY);
}
void AdvancedEnemy::moveLeft() { move(-moving_speed, 0.0f); }
void AdvancedEnemy::moveRight() { move(moving_speed, 0.0f); }
void AdvancedEnemy::moveUp() { move(0.0f, -moving_speed); }
void AdvancedEnemy::moveDown() { move(0.0f, moving_speed); }
void AdvancedEnemy::update() {
// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
updateDirection();
switch (direction) {
case DirectionA::Up:
moveUp();
break;
case DirectionA::Down:
moveDown();
break;
case DirectionA::Left:
moveLeft();
break;
case DirectionA::Right:
moveRight();
break;
}
}
bool AdvancedEnemy::isAlive() const {
return alive;
}
void AdvancedEnemy::takeDamage() {
if (--hp <= 0) {
alive = false;
}
}

View File

@@ -1,7 +1,8 @@
#include "../headers/Enemy.h"
#include "../headers/Bullet.h"
Enemy::Enemy(int x, int y, std::string path) : Actor(x, y, path) {
Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
hp = 1; // Przeciwnik ma 1 punkt życia
firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość

View File

@@ -3,15 +3,20 @@
#include "../headers/Plansza.h"
#include "../headers/ObjectItem.hpp"
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow,
const sf::Texture& playerTexture,
const sf::Texture& playerBulletTexture,
const sf::Texture& playerRocketTexture)
: background("../assets/img/background/background.png", 2.0f),
ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100, "../assets/ship/Dreadnought-Base.png")
ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100, playerTexture, playerBulletTexture, playerRocketTexture)
{
window = mainWindow;
size.height = static_cast<int>(windowHeight);
size.width = static_cast<int>(windowWidth);
ship.setMovingSpeed(8);
ship.setFirerate(200);
@@ -23,8 +28,19 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
// Ładowanie tekstur wrogów
if (!enemyTexture.loadFromFile("../assets/img/enemy/enemy.png")) {
std::cerr << "Failed to load enemy texture!" << std::endl;
exit(-1);
}
if (!advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png")) {
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
exit(-1);
}
spawnClock.restart();
}
@@ -69,6 +85,7 @@ void Plansza::update() {
// generowanie nowego meteoru
spawn_meteor();
spawn_enemy();
spawn_advanced_enemy();
// utrzymanie meteorów i pocisków w ruchu
for (auto& meteor : getMeteors()) {
@@ -204,6 +221,58 @@ void Plansza::update() {
++it;
}
}
for (auto it = AEnemies.begin(); it != AEnemies.end();) {
it->update(); // Ruch zaawansowanego przeciwnika
it->shoot(); // Strzał przeciwnika
window->draw(it->getSprite()); // Rysowanie na ekranie
if (!it->isAlive()) {
std::cout << "Advanced Enemy has been eliminated." << std::endl;
it = AEnemies.erase(it); // Usunięcie martwych przeciwników
} else {
++it;
}
}
// std::cout << "Current AEnemies size: " << AEnemies.size() << std::endl;
// Obsługa pocisków zaawansowanych przeciwników
for (auto& aEnemy : AEnemies) {
for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship.takeDamage(); // Zadanie obrażeń graczowi
it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
} else {
++it;
}
}
}
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
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);
advancedIt->takeDamage();
hit = true;
break;
} else {
++bulletIt;
}
}
if (hit && !advancedIt->isAlive()) {
advancedIt = AEnemies.erase(advancedIt); // Usunięcie przeciwnika AdvancedEnemy
} else {
++advancedIt;
}
}
for (auto& advancedEnemy : AEnemies) {
advancedEnemy.updateBullets(); // Obsługuje pociski zaawansowanych przeciwników
for (auto& bullet : advancedEnemy.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
}
for (auto& enemy : enemies) {
for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) {
@@ -282,6 +351,26 @@ void Plansza::update() {
}
}
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
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);
advancedIt->takeDamage();
hit = true;
break;
} else {
++rocketIt;
}
}
if (hit && !advancedIt->isAlive()) {
advancedIt = AEnemies.erase(advancedIt);
} else {
++advancedIt;
}
}
}
// Meteor-related niżej
@@ -309,14 +398,26 @@ void Plansza::update_meteors() {
}
void Plansza::spawn_enemy() {
if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
if (enemySpawnClock.getElapsedTime().asSeconds() >= 6) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
enemies.emplace_back(spawnX, -50, "../assets/img/enemy/enemy.png");
enemies.emplace_back(spawnX, -50, enemyTexture);
enemySpawnClock.restart();
}
}
void Plansza::spawn_advanced_enemy() {
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
AEnemies.emplace_back(spawnX, 50, advancedEnemyTexture, enemyBulletTexture);
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
AenemySpawnClock.restart();
}
}
Size Plansza::getSize() {
return size;
}

View File

@@ -7,11 +7,16 @@
#include "../headers/Bullet.h"
Player::Player(int x, int y, std::string path) : Actor(x, y, path) {
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
Player::Player(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture) : Actor(x, y, texture), bulletTexture(bulletTexture), rocketTexture(rocketTexture) {
};
void Player::setTextures(const sf::Texture& shipTexture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture) {
this->actorSprite.setTexture(shipTexture); // Poprawiona nazwa - actorSprite zamiast shipSprite
this->bulletTexture = bulletTexture;
this->rocketTexture = rocketTexture;
}
void Player::shoot() {
auto now = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
@@ -20,6 +25,7 @@ void Player::shoot() {
}
}
void Player::alternate_shoot() {
auto now = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {