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

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@@ -30,6 +30,8 @@ add_executable(LotoStatek main.cpp
sources/ObjectItem.cpp sources/ObjectItem.cpp
sources/Enemy.cpp sources/Enemy.cpp
headers/Enemy.h headers/Enemy.h
headers/AdvancedEnemy.h
sources/AdvancedEnemy.cpp
) )
if(WIN32) if(WIN32)

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@@ -9,7 +9,7 @@
class Actor { class Actor {
public: public:
Actor(int x, int y, std::string path); Actor(int x, int y, const sf::Texture& texture);
void loadTexture(std::string path); void loadTexture(std::string path);

38
headers/AdvancedEnemy.h Normal file
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@@ -0,0 +1,38 @@
#ifndef ADVANCED_ENEMY_H
#define ADVANCED_ENEMY_H
#include "Enemy.h"
#include <cmath>
enum class DirectionA {
Up,
Down,
Left,
Right
};
class AdvancedEnemy : public Actor {
public:
AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture);
void shoot() override;
void move(float deltaX, float deltaY) override;
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void update();
bool isAlive() const;
void takeDamage();
void updateDirection();
private:
sf::Clock shootClock;
sf::Texture enemyBulletTexture;
float movementSpeed = 2.0f;
bool alive = true;
DirectionA direction = DirectionA::Down;
};
#endif // ADVANCED_ENEMY_H

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@@ -13,7 +13,7 @@ enum class Direction {
class Enemy : public Actor { class Enemy : public Actor {
public: public:
Enemy(int x, int y, std::string path); Enemy(int x, int y, const sf::Texture& texture) ;
void shoot() override; void shoot() override;
void move(float deltaX, float deltaY) override; void move(float deltaX, float deltaY) override;

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@@ -3,10 +3,12 @@
#include "Meteor.h" #include "Meteor.h"
#include "Enemy.h" #include "Enemy.h"
#include "AdvancedEnemy.h"
#include "RandomNumberGenerator.h" #include "RandomNumberGenerator.h"
#include "SFML/System/Clock.hpp" #include "SFML/System/Clock.hpp"
#include "SFML/Graphics/RenderWindow.hpp" #include "SFML/Graphics/RenderWindow.hpp"
#include "Size.h" #include "Size.h"
#include <memory>
#include "Player.h" #include "Player.h"
#include "Background.h" #include "Background.h"
@@ -16,7 +18,8 @@
class Plansza { class Plansza {
public: public:
Plansza(unsigned int windowHeight,unsigned int windowWidth, sf::RenderWindow *mainWindow); Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow,
const sf::Texture& playerTexture, const sf::Texture& playerBulletTexture, const sf::Texture& playerRocketTexture);
Size getSize(); Size getSize();
std::vector<Meteor> &getMeteors(); std::vector<Meteor> &getMeteors();
@@ -26,6 +29,9 @@ public:
void update(); void update();
void spawn_enemy(); void spawn_enemy();
void setOutOfBounds(bool status); void setOutOfBounds(bool status);
void spawn_advanced_enemy();
private: private:
Size size; Size size;
Background background; Background background;
@@ -33,10 +39,18 @@ private:
AudioManager audioManager; AudioManager audioManager;
sf::Texture meteorTexture1; sf::Texture meteorTexture1;
sf::Texture meteorTexture2; sf::Texture meteorTexture2;
sf::Texture enemyBulletTexture;
sf::Texture playerTexture;
sf::Texture playerBulletTexture;
sf::Texture playerRocketTexture;
sf::Texture enemyTexture;
sf::Texture advancedEnemyTexture;
sf::Clock spawnClock; sf::Clock spawnClock;
sf::Clock shooterSpawnClock; sf::Clock shooterSpawnClock;
std::vector<Enemy> enemies; std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
sf::Clock enemySpawnClock; sf::Clock enemySpawnClock;
sf::Clock AenemySpawnClock;
std::vector<Meteor> meteors; std::vector<Meteor> meteors;
sf::RenderWindow *window; sf::RenderWindow *window;
}; };

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@@ -8,7 +8,8 @@
class Player : public Actor { class Player : public Actor {
public: public:
Player(int x, int y, std::string path); Player(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
void setTextures(const sf::Texture& shipTexture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
void shoot() override; void shoot() override;
void alternate_shoot(); void alternate_shoot();
void setFirerate(unsigned int firerate); void setFirerate(unsigned int firerate);

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@@ -6,6 +6,13 @@
int main() int main()
{ {
std::clog << "Game started\n"; std::clog << "Game started\n";
sf::Texture playerTexture, playerBulletTexture, playerRocketTexture;
if (!playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png") ||
!playerBulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png") ||
!playerRocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png")) {
std::cerr << "Failed to load player textures!" << std::endl;
return -1;
}
sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek"); sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek");
mainWindow.setVerticalSyncEnabled(true); mainWindow.setVerticalSyncEnabled(true);
mainWindow.setFramerateLimit(60); mainWindow.setFramerateLimit(60);
@@ -14,7 +21,9 @@ int main()
icon.loadFromFile("../assets/img/icon/ikonka.png"); icon.loadFromFile("../assets/img/icon/ikonka.png");
mainWindow.setIcon(128, 128, icon.getPixelsPtr()); mainWindow.setIcon(128, 128, icon.getPixelsPtr());
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow);
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow,playerTexture, playerBulletTexture, playerRocketTexture);
while (mainWindow.isOpen()) { while (mainWindow.isOpen()) {
mainWindow.clear(); mainWindow.clear();

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

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@@ -1,7 +1,8 @@
#include "../headers/Enemy.h" #include "../headers/Enemy.h"
#include "../headers/Bullet.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 hp = 1; // Przeciwnik ma 1 punkt życia
firerate = 2000; // Strzela co 2 firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość moving_speed = 2.0f; // Prędkość

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@@ -3,15 +3,20 @@
#include "../headers/Plansza.h" #include "../headers/Plansza.h"
#include "../headers/ObjectItem.hpp" #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), : 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; window = mainWindow;
size.height = static_cast<int>(windowHeight); size.height = static_cast<int>(windowHeight);
size.width = static_cast<int>(windowWidth); size.width = static_cast<int>(windowWidth);
ship.setMovingSpeed(8); ship.setMovingSpeed(8);
ship.setFirerate(200); 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"); audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png"); meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.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(); spawnClock.restart();
} }
@@ -69,6 +85,7 @@ void Plansza::update() {
// generowanie nowego meteoru // generowanie nowego meteoru
spawn_meteor(); spawn_meteor();
spawn_enemy(); spawn_enemy();
spawn_advanced_enemy();
// utrzymanie meteorów i pocisków w ruchu // utrzymanie meteorów i pocisków w ruchu
for (auto& meteor : getMeteors()) { for (auto& meteor : getMeteors()) {
@@ -204,6 +221,58 @@ void Plansza::update() {
++it; ++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& enemy : enemies) {
for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) { 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 // Meteor-related niżej
@@ -309,14 +398,26 @@ void Plansza::update_meteors() {
} }
void Plansza::spawn_enemy() { 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); 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(); 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() { Size Plansza::getSize() {
return size; return size;
} }

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