Zmiana sposobu tworzenia gracza.
Użyto singleton pattern. Zmieniono konstruktor klasy Plansza
This commit is contained in:
@@ -11,12 +11,6 @@ class Actor {
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public:
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Actor(int x, int y, const sf::Texture& texture);
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void loadTexture(std::string path);
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sf::Sprite& getSprite();
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Position getPosition();
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virtual void move(float deltaX, float deltaY) = 0;
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virtual void moveLeft() = 0;
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virtual void moveRight() = 0;
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@@ -25,22 +19,24 @@ public:
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virtual void shoot() = 0;
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std::vector<Bullet>& getBullets();
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void updateBullets();
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sf::Sprite& getSprite();
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Position getPosition();
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void setMovingSpeed(float speed);
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void updateBullets();
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protected:
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Position position;
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sf::Sprite actorSprite;
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sf::Texture actorTexture;
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sf::Texture bulletTextureLeft;
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sf::Texture bulletTextureRight;
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Position position;
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sf::Texture bulletTexture;
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sf::Texture rocketTexture;
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std::vector<Bullet> bullets;
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unsigned int hp;
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unsigned int damage;
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unsigned int firerate;
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float moving_speed;
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std::vector<Bullet> bullets;
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};
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#endif //ACTOR_H
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@@ -18,25 +18,30 @@
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class Plansza {
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public:
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Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow,
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const sf::Texture& playerTexture, const sf::Texture& playerBulletTexture, const sf::Texture& playerRocketTexture);
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Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow);
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Size getSize();
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std::vector<Meteor> &getMeteors();
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void spawn_meteor();
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void update_meteors();
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void update();
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void update_score();
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void spawn_enemy();
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void setOutOfBounds(bool status);
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void spawn_player();
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void spawn_enemy();
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void spawn_advanced_enemy();
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void spawn_wiazkowiec();
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void spawn_bomber();
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void spawn_kamikadze();
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~Plansza() {
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delete ship; // usuwanie wskaźnika ship
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}
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private:
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Size size;
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Background background;
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Player ship;
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AudioManager audioManager;
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Player *ship;
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sf::RenderWindow *window;
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sf::Font font;
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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sf::Texture enemyBulletTexture;
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@@ -53,20 +58,19 @@ private:
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sf::Clock spawnClock;
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sf::Clock scoreClock;
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sf::Clock shooterSpawnClock;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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std::vector<Kamikadze> KEnemies;
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std::vector<Wiazkowiec> WEnemies;
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sf::Clock enemySpawnClock;
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sf::Clock AenemySpawnClock;
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sf::Clock BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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std::vector<Kamikadze> KEnemies;
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std::vector<Wiazkowiec> WEnemies;
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std::vector<Meteor> meteors;
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sf::RenderWindow *window;
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sf::Font font;
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unsigned int score = 0;
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bool isPlayerSpawned = false;
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};
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#endif //PLANSZA_H
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@@ -1,7 +1,6 @@
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#ifndef LOTOSTATEK_PLAYER_H
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#define LOTOSTATEK_PLAYER_H
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#include <chrono>
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#include <SFML/System/Clock.hpp>
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@@ -9,9 +8,17 @@
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#include "Rocket.h"
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class Player : public Actor {
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// Zgodnie z refactoring.guru singleton pattern
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// https://refactoring.guru/design-patterns/singleton/cpp/example
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protected:
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Player(int x, int y, const sf::Texture &texture);
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static Player* player_;
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public:
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Player(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
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void setTextures(const sf::Texture& shipTexture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
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Player(Player &other) = delete;
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void operator=(const Player &) = delete;
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static Player* getInstance(int x, int y, const sf::Texture &texture);
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// Tu się kończy definicja singletona
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void shoot() override;
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void alternate_shoot();
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void setFirerate(unsigned int firerate);
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@@ -24,6 +31,9 @@ public:
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bool isAlive() const;
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void update();
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std::vector<Rocket>& getRockets();
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void loadTexture();
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private:
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std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
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std::vector<Rocket> rockets;
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13
main.cpp
13
main.cpp
@@ -3,16 +3,8 @@
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#include "headers/Plansza.h"
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int main()
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{
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int main() {
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std::clog << "Game started\n";
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sf::Texture playerTexture, playerBulletTexture, playerRocketTexture;
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if (!playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png") ||
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!playerBulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png") ||
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!playerRocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png")) {
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std::cerr << "Failed to load player textures!" << std::endl;
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return -1;
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}
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sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek");
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mainWindow.setVerticalSyncEnabled(true);
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mainWindow.setFramerateLimit(60);
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@@ -22,8 +14,7 @@ int main()
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mainWindow.setIcon(128, 128, icon.getPixelsPtr());
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Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow,playerTexture, playerBulletTexture, playerRocketTexture);
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Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow);
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while (mainWindow.isOpen()) {
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mainWindow.clear();
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@@ -10,14 +10,6 @@ Actor::Actor(int x, int y, const sf::Texture& texture) {
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actorSprite.setPosition(float(x), float(y));
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}
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void Actor::loadTexture(std::string path) {
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actorTexture.loadFromFile(path);
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actorSprite.setTexture(actorTexture);
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bulletTextureLeft.loadFromFile("../assets/img/bullets/bullet_pink.png");
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bulletTextureRight.loadFromFile("../assets/img/rockets/Rocket_111.png");
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}
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sf::Sprite &Actor::getSprite() {
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if (!actorSprite.getTexture()) {
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std::cerr << "actorSprite has no texture set!" << std::endl;
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@@ -1,39 +1,16 @@
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#include <random>
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/ObjectItem.hpp"
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#include "../headers/RandomNumberGenerator.h"
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow,
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const sf::Texture &playerTexture,
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const sf::Texture &playerBulletTexture,
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const sf::Texture &playerRocketTexture)
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: background("../assets/img/background/background.png", 2.0f),
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ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100,
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playerTexture, playerBulletTexture, playerRocketTexture) {
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
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: background("../assets/img/background/background.png", 2.0f) {
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window = mainWindow;
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size.height = static_cast<int>(windowHeight);
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size.width = static_cast<int>(windowWidth);
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score = 0;
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// Wczytywanie czcionki dla licznika punktów
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if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
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std::cerr << "Error loading font\n";
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exit(-500);
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}
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ship.setMovingSpeed(8);
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ship.setFirerate(200);
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audioManager.loadBackgroundMusic("../assets/music/background.ogg");
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audioManager.playBackgroundMusic();
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audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg");
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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try {
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playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
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meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
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meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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// Ładowanie tekstur wrogów
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@@ -48,6 +25,23 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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exit(-500);
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}
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score = 0;
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// Wczytywanie czcionki dla licznika punktów
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if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
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std::cerr << "Error loading font\n";
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exit(-500);
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}
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audioManager.loadBackgroundMusic("../assets/music/background.ogg");
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audioManager.playBackgroundMusic();
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audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg");
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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spawn_player();
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spawnClock.restart();
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}
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@@ -59,38 +53,38 @@ void Plansza::update() {
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// poruszanie się statkiem
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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if (ship.getPosition().x > 50) {
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ship.moveLeft();
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if (ship->getPosition().x > 50) {
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ship->moveLeft();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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if (ship.getPosition().y > 80) {
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ship.moveUp();
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if (ship->getPosition().y > 80) {
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ship->moveUp();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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if (ship.getPosition().y < 720) {
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ship.moveDown();
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if (ship->getPosition().y < 720) {
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ship->moveDown();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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if (ship.getPosition().x < 550) {
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ship.moveRight();
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if (ship->getPosition().x < 550) {
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ship->moveRight();
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}
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}
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// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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ship.shoot();
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ship->shoot();
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audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
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}
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if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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ship.alternate_shoot();
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ship->alternate_shoot();
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audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
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}
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// generowanie nowego meteoru
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ship.update(); // migotanie statku
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ship->update(); // migotanie statku
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update_score(); // naliczanie punktów
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// Sprawnowanie wszystkich rodzajów wrogów
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spawn_meteor();
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@@ -106,29 +100,29 @@ void Plansza::update() {
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window->draw(meteor.getSprite());
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}
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for (auto &bullet: ship.getBullets()) {
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for (auto &bullet: ship->getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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}
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for (auto &rocket: ship.getRockets()) {
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for (auto &rocket: ship->getRockets()) {
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rocket.update();
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window->draw(rocket.getSprite());
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}
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// Sprawdzenie czy meteory i pociski są poza granicami ekranu
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update_meteors();
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ship.updateBullets();
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ship->updateBullets();
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window->draw(ship.getSprite());
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window->draw(ship->getSprite());
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for (auto &meteor: getMeteors()) {
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if (ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
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ship.takeDamage();
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if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
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ship->takeDamage();
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}
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}
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if (!ship.isAlive()) {
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if (!ship->isAlive()) {
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::Font font;
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if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
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@@ -159,9 +153,9 @@ void Plansza::update() {
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
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bool meteorHit = false;
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for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
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for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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ship.getBullets().erase(bulletIt);
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ship->getBullets().erase(bulletIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = true;
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break;
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@@ -176,9 +170,9 @@ void Plansza::update() {
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
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bool meteorHit = false;
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for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
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for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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ship.getRockets().erase(rocketIt);
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ship->getRockets().erase(rocketIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = true;
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break;
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@@ -235,16 +229,16 @@ void Plansza::update() {
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for (auto it = KEnemies.begin(); it != KEnemies.end();) {
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sf::Vector2f playerPosition = ship.getSprite().getPosition(); // Aktualna pozycja gracza
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sf::Vector2f playerPosition = ship->getSprite().getPosition(); // Aktualna pozycja gracza
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bool playerHit = false;
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it->update(playerPosition);
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// Wybuch, gdy Kamikadze dotknie gracza
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if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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it->explode(playerPosition, playerHit);
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if (playerHit) {
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ship.takeDamage(); // Gracz otrzymuje obrażenia
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ship->takeDamage(); // Gracz otrzymuje obrażenia
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std::cout << "Gracz został trafiony przez eksplozję Kamikadze!" << std::endl;
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}
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}
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@@ -268,8 +262,8 @@ void Plansza::update() {
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// Obsługa pocisków zaawansowanych przeciwników
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for (auto &aEnemy: AEnemies) {
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for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
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if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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ship.takeDamage(); // Zadanie obrażeń graczowi
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if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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ship->takeDamage(); // Zadanie obrażeń graczowi
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it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
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} else {
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++it;
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@@ -280,8 +274,8 @@ void Plansza::update() {
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// Obsługa bomb
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for (auto &aEnemy: BEnemies) {
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for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
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if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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ship.takeDamage(); // Zadanie obrażeń graczowi
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if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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ship->takeDamage(); // Zadanie obrażeń graczowi
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it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
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} else {
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++it;
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@@ -317,9 +311,9 @@ void Plansza::update() {
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for (auto &enemy: enemies) {
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for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) {
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if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// Kolizja wykryta
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ship.takeDamage();
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ship->takeDamage();
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// Usuwanie pocisku
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it = enemy.getBullets().erase(it);
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} else {
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@@ -333,11 +327,11 @@ void Plansza::update() {
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bool bulletDestroyed = false;
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// Kolizja pocisku gracza z pociskiem Bombera
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for (auto playerBulletIt = ship.getBullets().begin(); playerBulletIt != ship.getBullets().end();) {
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for (auto playerBulletIt = ship->getBullets().begin(); playerBulletIt != ship->getBullets().end();) {
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if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// 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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user