Zmiana sposobu tworzenia gracza.

Użyto singleton pattern.
Zmieniono konstruktor klasy Plansza
This commit is contained in:
2024-12-13 13:36:41 +01:00
parent 3f4a937257
commit 8b4b25747e
7 changed files with 139 additions and 142 deletions

View File

@@ -11,12 +11,6 @@ class Actor {
public:
Actor(int x, int y, const sf::Texture& texture);
void loadTexture(std::string path);
sf::Sprite& getSprite();
Position getPosition();
virtual void move(float deltaX, float deltaY) = 0;
virtual void moveLeft() = 0;
virtual void moveRight() = 0;
@@ -25,22 +19,24 @@ public:
virtual void shoot() = 0;
std::vector<Bullet>& getBullets();
void updateBullets();
sf::Sprite& getSprite();
Position getPosition();
void setMovingSpeed(float speed);
void updateBullets();
protected:
Position position;
sf::Sprite actorSprite;
sf::Texture actorTexture;
sf::Texture bulletTextureLeft;
sf::Texture bulletTextureRight;
Position position;
sf::Texture bulletTexture;
sf::Texture rocketTexture;
std::vector<Bullet> bullets;
unsigned int hp;
unsigned int damage;
unsigned int firerate;
float moving_speed;
std::vector<Bullet> bullets;
};
#endif //ACTOR_H

View File

@@ -18,25 +18,30 @@
class Plansza {
public:
Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow,
const sf::Texture& playerTexture, const sf::Texture& playerBulletTexture, const sf::Texture& playerRocketTexture);
Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow);
Size getSize();
std::vector<Meteor> &getMeteors();
void spawn_meteor();
void update_meteors();
void update();
void update_score();
void spawn_enemy();
void setOutOfBounds(bool status);
void spawn_player();
void spawn_enemy();
void spawn_advanced_enemy();
void spawn_wiazkowiec();
void spawn_bomber();
void spawn_kamikadze();
~Plansza() {
delete ship; // usuwanie wskaźnika ship
}
private:
Size size;
Background background;
Player ship;
AudioManager audioManager;
Player *ship;
sf::RenderWindow *window;
sf::Font font;
sf::Texture meteorTexture1;
sf::Texture meteorTexture2;
sf::Texture enemyBulletTexture;
@@ -53,20 +58,19 @@ private:
sf::Clock spawnClock;
sf::Clock scoreClock;
sf::Clock shooterSpawnClock;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
std::vector<Kamikadze> KEnemies;
std::vector<Wiazkowiec> WEnemies;
sf::Clock enemySpawnClock;
sf::Clock AenemySpawnClock;
sf::Clock BomberSpawnClock;
sf::Clock KamikadzeSpawnClock;
sf::Clock WiazkowiecSpawnClock;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
std::vector<Kamikadze> KEnemies;
std::vector<Wiazkowiec> WEnemies;
std::vector<Meteor> meteors;
sf::RenderWindow *window;
sf::Font font;
unsigned int score = 0;
bool isPlayerSpawned = false;
};
#endif //PLANSZA_H

View File

@@ -1,7 +1,6 @@
#ifndef LOTOSTATEK_PLAYER_H
#define LOTOSTATEK_PLAYER_H
#include <chrono>
#include <SFML/System/Clock.hpp>
@@ -9,9 +8,17 @@
#include "Rocket.h"
class Player : public Actor {
// Zgodnie z refactoring.guru singleton pattern
// https://refactoring.guru/design-patterns/singleton/cpp/example
protected:
Player(int x, int y, const sf::Texture &texture);
static Player* player_;
public:
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);
Player(Player &other) = delete;
void operator=(const Player &) = delete;
static Player* getInstance(int x, int y, const sf::Texture &texture);
// Tu się kończy definicja singletona
void shoot() override;
void alternate_shoot();
void setFirerate(unsigned int firerate);
@@ -24,6 +31,9 @@ public:
bool isAlive() const;
void update();
std::vector<Rocket>& getRockets();
void loadTexture();
private:
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
std::vector<Rocket> rockets;

View File

@@ -3,16 +3,8 @@
#include "headers/Plansza.h"
int main()
{
int main() {
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");
mainWindow.setVerticalSyncEnabled(true);
mainWindow.setFramerateLimit(60);
@@ -22,8 +14,7 @@ int main()
mainWindow.setIcon(128, 128, icon.getPixelsPtr());
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow,playerTexture, playerBulletTexture, playerRocketTexture);
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow);
while (mainWindow.isOpen()) {
mainWindow.clear();

View File

@@ -10,14 +10,6 @@ Actor::Actor(int x, int y, const sf::Texture& texture) {
actorSprite.setPosition(float(x), float(y));
}
void Actor::loadTexture(std::string path) {
actorTexture.loadFromFile(path);
actorSprite.setTexture(actorTexture);
bulletTextureLeft.loadFromFile("../assets/img/bullets/bullet_pink.png");
bulletTextureRight.loadFromFile("../assets/img/rockets/Rocket_111.png");
}
sf::Sprite &Actor::getSprite() {
if (!actorSprite.getTexture()) {
std::cerr << "actorSprite has no texture set!" << std::endl;

View File

@@ -1,39 +1,16 @@
#include <random>
#include <iostream>
#include "../headers/Plansza.h"
#include "../headers/ObjectItem.hpp"
#include "../headers/RandomNumberGenerator.h"
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,
playerTexture, playerBulletTexture, playerRocketTexture) {
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
: background("../assets/img/background/background.png", 2.0f) {
window = mainWindow;
size.height = static_cast<int>(windowHeight);
size.width = static_cast<int>(windowWidth);
score = 0;
// Wczytywanie czcionki dla licznika punktów
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
std::cerr << "Error loading font\n";
exit(-500);
}
ship.setMovingSpeed(8);
ship.setFirerate(200);
audioManager.loadBackgroundMusic("../assets/music/background.ogg");
audioManager.playBackgroundMusic();
audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg");
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
try {
playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
// Ładowanie tekstur wrogów
@@ -48,6 +25,23 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
exit(-500);
}
score = 0;
// Wczytywanie czcionki dla licznika punktów
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
std::cerr << "Error loading font\n";
exit(-500);
}
audioManager.loadBackgroundMusic("../assets/music/background.ogg");
audioManager.playBackgroundMusic();
audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg");
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
spawn_player();
spawnClock.restart();
}
@@ -59,38 +53,38 @@ void Plansza::update() {
// poruszanie się statkiem
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
if (ship.getPosition().x > 50) {
ship.moveLeft();
if (ship->getPosition().x > 50) {
ship->moveLeft();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
if (ship.getPosition().y > 80) {
ship.moveUp();
if (ship->getPosition().y > 80) {
ship->moveUp();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
if (ship.getPosition().y < 720) {
ship.moveDown();
if (ship->getPosition().y < 720) {
ship->moveDown();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
if (ship.getPosition().x < 550) {
ship.moveRight();
if (ship->getPosition().x < 550) {
ship->moveRight();
}
}
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
ship.shoot();
ship->shoot();
audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
ship.alternate_shoot();
ship->alternate_shoot();
audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
}
// generowanie nowego meteoru
ship.update(); // migotanie statku
ship->update(); // migotanie statku
update_score(); // naliczanie punktów
// Sprawnowanie wszystkich rodzajów wrogów
spawn_meteor();
@@ -106,29 +100,29 @@ void Plansza::update() {
window->draw(meteor.getSprite());
}
for (auto &bullet: ship.getBullets()) {
for (auto &bullet: ship->getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
for (auto &rocket: ship.getRockets()) {
for (auto &rocket: ship->getRockets()) {
rocket.update();
window->draw(rocket.getSprite());
}
// Sprawdzenie czy meteory i pociski są poza granicami ekranu
update_meteors();
ship.updateBullets();
ship->updateBullets();
window->draw(ship.getSprite());
window->draw(ship->getSprite());
for (auto &meteor: getMeteors()) {
if (ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship.takeDamage();
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship->takeDamage();
}
}
if (!ship.isAlive()) {
if (!ship->isAlive()) {
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
sf::Font font;
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
@@ -159,9 +153,9 @@ void Plansza::update() {
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
ship.getBullets().erase(bulletIt);
ship->getBullets().erase(bulletIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
@@ -176,9 +170,9 @@ 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;
@@ -235,16 +229,16 @@ void Plansza::update() {
for (auto it = KEnemies.begin(); it != KEnemies.end();) {
sf::Vector2f playerPosition = ship.getSprite().getPosition(); // Aktualna pozycja gracza
sf::Vector2f playerPosition = ship->getSprite().getPosition(); // Aktualna pozycja gracza
bool playerHit = false;
it->update(playerPosition);
// Wybuch, gdy Kamikadze dotknie gracza
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
it->explode(playerPosition, playerHit);
if (playerHit) {
ship.takeDamage(); // Gracz otrzymuje obrażenia
ship->takeDamage(); // Gracz otrzymuje obrażenia
std::cout << "Gracz został trafiony przez eksplozję Kamikadze!" << std::endl;
}
}
@@ -268,8 +262,8 @@ void Plansza::update() {
// 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
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage(); // Zadanie obrażeń graczowi
it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
} else {
++it;
@@ -280,8 +274,8 @@ void Plansza::update() {
// Obsługa bomb
for (auto &aEnemy: BEnemies) {
for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship.takeDamage(); // Zadanie obrażeń graczowi
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage(); // Zadanie obrażeń graczowi
it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
} else {
++it;
@@ -317,9 +311,9 @@ void Plansza::update() {
for (auto &enemy: enemies) {
for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Kolizja wykryta
ship.takeDamage();
ship->takeDamage();
// Usuwanie pocisku
it = enemy.getBullets().erase(it);
} else {
@@ -333,11 +327,11 @@ void Plansza::update() {
bool bulletDestroyed = false;
// Kolizja pocisku gracza z pociskiem Bombera
for (auto playerBulletIt = ship.getBullets().begin(); playerBulletIt != ship.getBullets().end();) {
for (auto playerBulletIt = ship->getBullets().begin(); playerBulletIt != ship->getBullets().end();) {
if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i pocisk gracza
it = bomberEnemy.getBullets().erase(it);
playerBulletIt = ship.getBullets().erase(playerBulletIt);
playerBulletIt = ship->getBullets().erase(playerBulletIt);
bulletDestroyed = true;
break;
} else {
@@ -347,11 +341,11 @@ void Plansza::update() {
// Kolizja rakiety gracza z pociskiem Bombera
if (!bulletDestroyed) {
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i rakietę gracza
it = bomberEnemy.getBullets().erase(it);
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
bulletDestroyed = true;
break;
} else {
@@ -362,9 +356,9 @@ void Plansza::update() {
// Jeśli pocisk Bombera przetrwał dotychczasowe sprawdzenia, wykonaj inne działania
if (!bulletDestroyed) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Kolizja pocisku Bombera z graczem
ship.takeDamage();
ship->takeDamage();
it = bomberEnemy.getBullets().erase(it);
} else {
++it;
@@ -377,8 +371,8 @@ void Plansza::update() {
wiazkowiec.update();
if (wiazkowiec.isShooting() && wiazkowiec.getBeam().isVisible()) {
if (ship.getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) {
ship.takeDamage(); // Gracz otrzymuje obrażenia
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) {
ship->takeDamage(); // Gracz otrzymuje obrażenia
}
}
@@ -402,9 +396,9 @@ void Plansza::update() {
// Kolizje między pociskami gracza a przeciwnikami
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
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())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
enemyIt->takeDamage();
hit = true;
break;
@@ -421,9 +415,9 @@ void Plansza::update() {
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
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())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
advancedIt->takeDamage();
hit = true;
break;
@@ -440,9 +434,9 @@ void Plansza::update() {
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
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())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
bomberIt->takeDamage();
hit = true;
break;
@@ -459,9 +453,9 @@ void Plansza::update() {
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
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())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
kamikadzeIt->takeDamage();
hit = true;
break;
@@ -478,9 +472,9 @@ void Plansza::update() {
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
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())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
wiazkowiecIt->takeDamage();
hit = true;
break;
@@ -500,9 +494,9 @@ void Plansza::update() {
//oblsuga dla rakiety
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
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())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
enemyIt->takeDamage();
hit = true;
break;
@@ -519,9 +513,9 @@ void Plansza::update() {
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
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())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
advancedIt->takeDamage();
hit = true;
break;
@@ -538,9 +532,9 @@ void Plansza::update() {
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
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())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
bomberIt->takeDamage();
hit = true;
break;
@@ -557,9 +551,9 @@ void Plansza::update() {
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
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())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
kamikadzeIt->takeDamage();
hit = true;
break;
@@ -576,9 +570,9 @@ void Plansza::update() {
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
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())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
wiazkowiecIt->takeDamage();
hit = true;
break;
@@ -621,6 +615,13 @@ void Plansza::spawn_meteor() {
}
}
void Plansza::spawn_player() {
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
ship->loadTexture();
ship->setMovingSpeed(8);
ship->setFirerate(200);
}
void Plansza::spawn_enemy() {
if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
@@ -692,6 +693,3 @@ void Plansza::update_score() {
text.setPosition(25, 25);
window->draw(text);
}

View File

@@ -5,16 +5,20 @@
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Text.hpp>
#include "../headers/Bullet.h"
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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) {
}
};
Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
if (player_ == nullptr) {
player_ = new Player(x, y, texture);
}
return player_;
}
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::loadTexture() {
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
}
void Player::shoot() {
@@ -106,3 +110,5 @@ void Player::moveDown() {
std::vector<Rocket> &Player::getRockets() {
return rockets;
}
Player* Player::player_ = nullptr;