Merge remote-tracking branch 'origin/5PrzeciwnikowWmiareDziala'
# Conflicts: # headers/Plansza.h # sources/Plansza.cpp
@@ -27,7 +27,20 @@ add_executable(LotoStatek main.cpp
|
||||
headers/Size.h
|
||||
headers/Position.h
|
||||
headers/ObjectItem.hpp
|
||||
sources/ObjectItem.cpp)
|
||||
sources/ObjectItem.cpp
|
||||
sources/Enemy.cpp
|
||||
headers/Enemy.h
|
||||
headers/AdvancedEnemy.h
|
||||
sources/AdvancedEnemy.cpp
|
||||
headers/Bomber.h
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||||
sources/Bomber.cpp
|
||||
headers/Kamikadze.h
|
||||
sources/Kamikadze.cpp
|
||||
headers/wiazkowiec.h
|
||||
sources/Wiazkowiec.cpp
|
||||
headers/Beam.h
|
||||
sources/Beam.cpp
|
||||
)
|
||||
|
||||
if(WIN32)
|
||||
set(SFML_ROOT "${CMAKE_SOURCE_DIR}/lib/SFML")
|
||||
|
||||
BIN
assets/img/bullets/bomba.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
assets/img/bullets/enemy_bullet.png
Normal file
|
After Width: | Height: | Size: 8.3 KiB |
BIN
assets/img/enemy/advanced_enemy.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
assets/img/enemy/bomber.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
assets/img/enemy/enemy.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
BIN
assets/img/enemy/kamikadze.png
Normal file
|
After Width: | Height: | Size: 6.1 KiB |
BIN
assets/img/enemy/wiazkowiec.png
Normal file
|
After Width: | Height: | Size: 7.9 KiB |
BIN
assets/img/wiazka/wiazka.png
Normal file
|
After Width: | Height: | Size: 39 KiB |
@@ -9,7 +9,7 @@
|
||||
|
||||
class Actor {
|
||||
public:
|
||||
Actor(int x, int y, std::string path);
|
||||
Actor(int x, int y, const sf::Texture& texture);
|
||||
|
||||
void loadTexture(std::string path);
|
||||
|
||||
|
||||
39
headers/AdvancedEnemy.h
Normal file
@@ -0,0 +1,39 @@
|
||||
#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
|
||||
29
headers/Beam.h
Normal file
@@ -0,0 +1,29 @@
|
||||
#ifndef LOTOSTATEK_BEAM_H
|
||||
#define LOTOSTATEK_BEAM_H
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include "Position.h"
|
||||
|
||||
class Beam {
|
||||
public:
|
||||
Beam(float x, float y, float width, float height, const sf::Color& color);
|
||||
|
||||
void draw(sf::RenderWindow &window);
|
||||
|
||||
void update();
|
||||
void render(sf::RenderWindow& window);
|
||||
|
||||
sf::FloatRect getBounds() const;
|
||||
|
||||
bool isVisible() const;
|
||||
void setVisible(bool visible);
|
||||
|
||||
|
||||
private:
|
||||
sf::RectangleShape beamShape;
|
||||
bool visible;
|
||||
sf::Texture beamTexture;
|
||||
sf::Sprite beamSprite;
|
||||
};
|
||||
|
||||
#endif // LOTOSTATEK_BEAM_H
|
||||
45
headers/Bomber.h
Normal file
@@ -0,0 +1,45 @@
|
||||
//
|
||||
// Created by k on 11.12.2024.
|
||||
//
|
||||
|
||||
#ifndef BOMBER_H
|
||||
#define BOMBER_H
|
||||
|
||||
#include "Enemy.h"
|
||||
#include "Actor.h"
|
||||
enum class DirectionB {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
class Bomber : public Actor {
|
||||
public:
|
||||
Bomber(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 setRandomDirection();
|
||||
|
||||
void update();
|
||||
|
||||
bool isAlive() const;
|
||||
void takeDamage();
|
||||
void updateDirection();
|
||||
void setPlanszaHeight(float height, float width);
|
||||
|
||||
private:
|
||||
float planszaHeight = 800.f;
|
||||
float planszaWidth = 600.f;
|
||||
sf::Clock shootClock;
|
||||
sf::Texture BombaTexture;
|
||||
float movementSpeed = 2.0f;
|
||||
bool alive = true;
|
||||
DirectionB direction = DirectionB::Down;
|
||||
};
|
||||
#endif //BOMBER_H
|
||||
@@ -8,6 +8,8 @@ class Bullet : public Projectile {
|
||||
public:
|
||||
Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
|
||||
void update() override;
|
||||
private:
|
||||
float directionY;
|
||||
};
|
||||
|
||||
|
||||
|
||||
39
headers/Enemy.h
Normal file
@@ -0,0 +1,39 @@
|
||||
#ifndef ENEMY_H
|
||||
#define ENEMY_H
|
||||
|
||||
#include "Actor.h"
|
||||
#include "SFML/System/Clock.hpp"
|
||||
|
||||
enum class Direction {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
class Enemy : public Actor {
|
||||
public:
|
||||
Enemy(int x, int y, const sf::Texture& texture) ;
|
||||
|
||||
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;
|
||||
Direction direction = Direction::Down;
|
||||
};
|
||||
|
||||
#endif // ENEMY_H
|
||||
46
headers/Kamikadze.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#ifndef KAMIKADZE_H
|
||||
#define KAMIKADZE_H
|
||||
|
||||
#include "Enemy.h"
|
||||
#include "Actor.h"
|
||||
#include "Player.h"
|
||||
enum class DirectionK {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
class Kamikadze : public Actor {
|
||||
public:
|
||||
Kamikadze(int x, int y, const sf::Texture& texture);
|
||||
|
||||
void move(float deltaX, float deltaY) override;
|
||||
void moveLeft() override;
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
void setRandomDirection();
|
||||
void shoot() override;
|
||||
|
||||
void update(const sf::Vector2f& playerPosition);
|
||||
|
||||
bool isAlive() const;
|
||||
bool isExploding() const;
|
||||
void takeDamage();
|
||||
void updateDirection();
|
||||
|
||||
void followPlayer(const sf::Vector2f &playerPosition);
|
||||
|
||||
void explode(const sf::Vector2f &playerPosition, bool &playerHit);
|
||||
|
||||
private:
|
||||
bool exploding = false;
|
||||
sf::Clock explosionClock;
|
||||
sf::Clock shootClock;
|
||||
float movementSpeed = 2.0f;
|
||||
bool alive = true;
|
||||
DirectionK direction = DirectionK::Down;
|
||||
};
|
||||
|
||||
#endif //KAMIKADZE_H
|
||||
@@ -1,27 +1,37 @@
|
||||
#ifndef PLANSZA_H
|
||||
#define PLANSZA_H
|
||||
|
||||
#include "Meteor.h"
|
||||
#include "RandomNumberGenerator.h"
|
||||
#include "SFML/System/Clock.hpp"
|
||||
#include "SFML/Graphics/RenderWindow.hpp"
|
||||
#include "Size.h"
|
||||
|
||||
#include "Meteor.h"
|
||||
#include "Enemy.h"
|
||||
#include "AdvancedEnemy.h"
|
||||
#include "Bomber.h"
|
||||
#include "Kamikadze.h"
|
||||
#include "Wiazkowiec.h"
|
||||
#include "Player.h"
|
||||
#include "Background.h"
|
||||
#include "AudioManager.h"
|
||||
#include "Meteor.h"
|
||||
#include "Plansza.h"
|
||||
#include "Size.h"
|
||||
|
||||
class Plansza {
|
||||
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();
|
||||
std::vector<Meteor> &getMeteors();
|
||||
void spawn_meteor();
|
||||
void update_meteors();
|
||||
void update();
|
||||
void update_score();
|
||||
void spawn_enemy();
|
||||
void setOutOfBounds(bool status);
|
||||
void spawn_advanced_enemy();
|
||||
void spawn_wiazkowiec();
|
||||
void spawn_bomber();
|
||||
void spawn_kamikadze();
|
||||
private:
|
||||
Size size;
|
||||
Background background;
|
||||
@@ -29,8 +39,30 @@ private:
|
||||
AudioManager audioManager;
|
||||
sf::Texture meteorTexture1;
|
||||
sf::Texture meteorTexture2;
|
||||
sf::Texture enemyBulletTexture;
|
||||
sf::Texture WiazkaTexture;
|
||||
sf::Texture BombaTexture;
|
||||
sf::Texture playerTexture;
|
||||
sf::Texture playerBulletTexture;
|
||||
sf::Texture playerRocketTexture;
|
||||
sf::Texture enemyTexture;
|
||||
sf::Texture advancedEnemyTexture;
|
||||
sf::Texture BomberEnemyTexture;
|
||||
sf::Texture KamikadzeTexture;
|
||||
sf::Texture WiazkowiecTexture;
|
||||
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<Meteor> meteors;
|
||||
sf::RenderWindow *window;
|
||||
sf::Font font;
|
||||
|
||||
@@ -3,12 +3,15 @@
|
||||
|
||||
|
||||
#include <chrono>
|
||||
#include <SFML/System/Clock.hpp>
|
||||
|
||||
#include "Actor.h"
|
||||
#include "Rocket.h"
|
||||
|
||||
class Player : public Actor {
|
||||
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 alternate_shoot();
|
||||
void setFirerate(unsigned int firerate);
|
||||
@@ -17,12 +20,19 @@ public:
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
void takeDamage();
|
||||
bool isAlive() const;
|
||||
void update();
|
||||
std::vector<Rocket>& getRockets();
|
||||
private:
|
||||
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
|
||||
std::vector<Rocket> rockets;
|
||||
sf::Texture rocketTexture;
|
||||
int health = 3; // Liczba punktów życia gracza
|
||||
sf::Texture bulletTexture;
|
||||
bool isImmortal = false; // flaga na immortal
|
||||
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
|
||||
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ class Rocket : public Projectile{
|
||||
public:
|
||||
Rocket(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
|
||||
void update() override;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
54
headers/Wiazkowiec.h
Normal file
@@ -0,0 +1,54 @@
|
||||
#ifndef WIAZKOWIEC_H
|
||||
#define WIAZKOWIEC_H
|
||||
|
||||
#include "Enemy.h"
|
||||
#include "Actor.h"
|
||||
#include "Beam.h"
|
||||
enum class DirectionW {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
class Wiazkowiec : public Actor {
|
||||
public:
|
||||
Wiazkowiec(int x, int y, const sf::Texture& texture);
|
||||
|
||||
void shoot() override;
|
||||
void move(float deltaX, float deltaY) override;
|
||||
void moveLeft() override;
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
void setRandomDirection();
|
||||
|
||||
void update();
|
||||
|
||||
void render(sf::RenderWindow &window);
|
||||
|
||||
bool isAlive() const;
|
||||
void takeDamage();
|
||||
void updateDirection();
|
||||
bool isShooting() const;
|
||||
const Beam& getBeam() const;
|
||||
void setPlanszaHeight(float height, float width);
|
||||
void setMapBounds(float width, float height);
|
||||
|
||||
|
||||
private:
|
||||
float planszaHeight = 800.f;
|
||||
float planszaWidth = 600.f;
|
||||
sf::Clock shootClock;
|
||||
sf::Texture WiazkaTexture;
|
||||
float movementSpeed = 2.0f;
|
||||
bool alive = true;
|
||||
DirectionW direction = DirectionW::Down;
|
||||
Beam beam; // Wiązka
|
||||
bool shooting = false;
|
||||
sf::Clock shootingClock;
|
||||
float beamDuration = 1.0f;
|
||||
void spawnBeam(); // Tworzy wiązkę
|
||||
};
|
||||
|
||||
#endif //WIAZKOWIEC_H
|
||||
11
main.cpp
@@ -6,6 +6,13 @@
|
||||
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);
|
||||
@@ -14,7 +21,9 @@ int main()
|
||||
icon.loadFromFile("../assets/img/icon/ikonka.png");
|
||||
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()) {
|
||||
mainWindow.clear();
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
#include "../headers/Actor.h"
|
||||
|
||||
Actor::Actor(int x, int y, std::string path) {
|
||||
loadTexture(path);
|
||||
#include <iostream>
|
||||
|
||||
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
|
||||
@@ -17,6 +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;
|
||||
}
|
||||
|
||||
@@ -29,13 +34,17 @@ std::vector<Bullet> &Actor::getBullets() {
|
||||
}
|
||||
|
||||
void Actor::updateBullets() {
|
||||
for (auto& bullet : bullets) {
|
||||
if(bullet.isOutOfBounds()) {
|
||||
bullets.erase(bullets.begin());
|
||||
for (auto it = bullets.begin(); it != bullets.end(); ) {
|
||||
if (it->isOutOfBounds()) {
|
||||
it = bullets.erase(it); // Usuwa element i zwraca iterator na następny element
|
||||
} else {
|
||||
++it; // Przechodzi do następnego elementu
|
||||
}
|
||||
}
|
||||
//std::cout << "Liczba pociskow: " << bullets.size() << std::endl;
|
||||
}
|
||||
|
||||
|
||||
void Actor::setMovingSpeed(float speed) {
|
||||
moving_speed = speed;
|
||||
}
|
||||
|
||||
89
sources/AdvancedEnemy.cpp
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
51
sources/Beam.cpp
Normal file
@@ -0,0 +1,51 @@
|
||||
#include "../headers/Beam.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
Beam::Beam(float x, float y, float width, float height, const sf::Color& color)
|
||||
: visible(false) {
|
||||
beamShape.setPosition(x, y);
|
||||
beamShape.setSize({width, height});
|
||||
beamShape.setFillColor(color);
|
||||
|
||||
if (!beamTexture.loadFromFile("../assets/img/wiazka/wiazka.png")) {
|
||||
std::cerr << "Błąd! Nie można załadować tekstury wiazka.png" << std::endl;
|
||||
}
|
||||
beamSprite.setTexture(beamTexture);
|
||||
|
||||
if (beamTexture.getSize().x > 0 && beamTexture.getSize().y > 0) {
|
||||
float scaleX = width / beamTexture.getSize().x;
|
||||
float scaleY = height / beamTexture.getSize().y;
|
||||
beamSprite.setScale(scaleX, scaleY);
|
||||
beamSprite.setPosition(x, y);
|
||||
} else {
|
||||
std::cerr << "Błąd: Tekstura wiązki nie została poprawnie załadowana." << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Beam::draw(sf::RenderWindow& window) {
|
||||
|
||||
window.draw(beamSprite);
|
||||
|
||||
}
|
||||
|
||||
void Beam::update() {
|
||||
}
|
||||
|
||||
void Beam::render(sf::RenderWindow& window) {
|
||||
window.draw(beamSprite);
|
||||
}
|
||||
|
||||
sf::FloatRect Beam::getBounds() const {
|
||||
return beamShape.getGlobalBounds();
|
||||
}
|
||||
|
||||
bool Beam::isVisible() const {
|
||||
return visible;
|
||||
}
|
||||
|
||||
void Beam::setVisible(bool visible) {
|
||||
this->visible = visible;
|
||||
}
|
||||
|
||||
125
sources/Bomber.cpp
Normal file
@@ -0,0 +1,125 @@
|
||||
#include "../headers/Bomber.h"
|
||||
#include "../headers/Bullet.h"
|
||||
#include <random>
|
||||
|
||||
Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
|
||||
actorSprite.setTexture(texture);
|
||||
BombaTexture = bulletTexture;
|
||||
hp = 2; // 2 punkty życia
|
||||
firerate = 10000; // Strzela co 10
|
||||
moving_speed = 10.0f; // Prędkość
|
||||
}
|
||||
|
||||
void Bomber::setPlanszaHeight(float height, float width) {
|
||||
planszaHeight = height;
|
||||
planszaWidth = width;
|
||||
}
|
||||
|
||||
void Bomber::setRandomDirection() {
|
||||
std::random_device rd;
|
||||
std::mt19937 gen(rd());
|
||||
std::uniform_int_distribution<int> dist(0, 3);
|
||||
|
||||
int randomDirection = dist(gen);
|
||||
|
||||
// Zapobieganie wyjscia poza ekran
|
||||
switch (randomDirection) {
|
||||
case 0:
|
||||
if (position.y > 0) direction = DirectionB::Up;
|
||||
break;
|
||||
case 1:
|
||||
if (position.y < 600) direction = DirectionB::Down;
|
||||
break;
|
||||
case 2:
|
||||
if (position.x > 0) direction = DirectionB::Left;
|
||||
break;
|
||||
case 3:
|
||||
if (position.x < 800) direction = DirectionB::Right;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Bomber::shoot() {
|
||||
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
|
||||
Bullet Bbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, BombaTexture);
|
||||
Bbullet.setSpeed(0.1f); // Prędkość w dół
|
||||
bullets.emplace_back(std::move(Bbullet));
|
||||
shootClock.restart();
|
||||
setRandomDirection();
|
||||
}
|
||||
}
|
||||
|
||||
void Bomber::updateDirection() {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
|
||||
|
||||
// Kontrola górnej i dolnej krawędzi (wysokości planszy)
|
||||
if (position.y <= 0) {
|
||||
direction = DirectionB::Down;
|
||||
} else if (position.y + spriteBounds.height >= planszaHeight) {
|
||||
direction = DirectionB::Up;
|
||||
}
|
||||
|
||||
// Kontrola lewej i prawej krawędzi (szerokości planszy)
|
||||
if (position.x <= 0) {
|
||||
direction = DirectionB::Right;
|
||||
} else if (position.x + spriteBounds.width >= planszaWidth) {
|
||||
direction = DirectionB::Left;
|
||||
}
|
||||
}
|
||||
|
||||
void Bomber::move(float deltaX, float deltaY) {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
|
||||
|
||||
// Zapobiegaj wyjściu poza poziome granice
|
||||
if (position.x + deltaX < 0) {
|
||||
deltaX = -position.x;
|
||||
} else if (position.x + spriteBounds.width + deltaX > planszaWidth) {
|
||||
deltaX = planszaWidth - (position.x + spriteBounds.width);
|
||||
}
|
||||
|
||||
// Zapobiegaj wyjściu poza pionowe granice
|
||||
if (position.y + deltaY < 0) {
|
||||
deltaY = -position.y;
|
||||
} else if (position.y + spriteBounds.height + deltaY > planszaHeight) {
|
||||
deltaY = planszaHeight - (position.y + spriteBounds.height);
|
||||
}
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
position.x += static_cast<int>(deltaX);
|
||||
position.y += static_cast<int>(deltaY);
|
||||
}
|
||||
|
||||
void Bomber::moveLeft() { move(-moving_speed, 0.0f); }
|
||||
void Bomber::moveRight() { move(moving_speed, 0.0f); }
|
||||
void Bomber::moveUp() { move(0.0f, -moving_speed); }
|
||||
void Bomber::moveDown() { move(0.0f, moving_speed); }
|
||||
|
||||
void Bomber::update() {
|
||||
// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
|
||||
updateDirection();
|
||||
|
||||
switch (direction) {
|
||||
case DirectionB::Up:
|
||||
moveUp();
|
||||
break;
|
||||
case DirectionB::Down:
|
||||
moveDown();
|
||||
break;
|
||||
case DirectionB::Left:
|
||||
moveLeft();
|
||||
break;
|
||||
case DirectionB::Right:
|
||||
moveRight();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool Bomber::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
|
||||
void Bomber::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,13 @@
|
||||
#include "../headers/Bullet.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <ostream>
|
||||
|
||||
void Bullet::update() {
|
||||
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
|
||||
sprite.move(0.0f, speed);
|
||||
position.y += int(speed);
|
||||
if(position.y < -100) {
|
||||
outOfBounds = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
79
sources/Enemy.cpp
Normal file
@@ -0,0 +1,79 @@
|
||||
#include "../headers/Enemy.h"
|
||||
#include "../headers/Bullet.h"
|
||||
|
||||
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
|
||||
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
|
||||
}
|
||||
|
||||
void Enemy::shoot() {
|
||||
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
|
||||
Bullet bullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
|
||||
bullet.setSpeed(10.0f); // Prędkość w dół
|
||||
bullets.emplace_back(std::move(bullet));
|
||||
shootClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Enemy::updateDirection() {
|
||||
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
|
||||
if (position.y <= 0) {
|
||||
direction = Direction::Down;
|
||||
} else if (position.y >= 800) {
|
||||
direction = Direction::Up;
|
||||
}
|
||||
|
||||
// logika dla kierunku lewo/prawo
|
||||
if (position.x <= 0) {
|
||||
direction = Direction::Right;
|
||||
} else if (position.x >= 1200) {
|
||||
direction = Direction::Left;
|
||||
}
|
||||
}
|
||||
|
||||
void Enemy::move(float deltaX, float deltaY) {
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
position.x += static_cast<int>(deltaX);
|
||||
position.y += static_cast<int>(deltaY);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Enemy::moveLeft() { move(-moving_speed, 0.0f); }
|
||||
void Enemy::moveRight() { move(moving_speed, 0.0f); }
|
||||
void Enemy::moveUp() { move(0.0f, -moving_speed); }
|
||||
void Enemy::moveDown() { move(0.0f, moving_speed); }
|
||||
|
||||
void Enemy::update() {
|
||||
// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
|
||||
updateDirection();
|
||||
|
||||
switch (direction) {
|
||||
case Direction::Up:
|
||||
moveUp();
|
||||
break;
|
||||
case Direction::Down:
|
||||
moveDown();
|
||||
break;
|
||||
case Direction::Left:
|
||||
moveLeft();
|
||||
break;
|
||||
case Direction::Right:
|
||||
moveRight();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool Enemy::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
|
||||
void Enemy::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
}
|
||||
}
|
||||
134
sources/Kamikadze.cpp
Normal file
@@ -0,0 +1,134 @@
|
||||
#include "../headers/Kamikadze.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <random>
|
||||
|
||||
#include "../headers/RandomNumberGenerator.h"
|
||||
|
||||
Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||
actorSprite.setTexture(texture);
|
||||
hp = 3; // 3 punkty życia
|
||||
moving_speed = 2.0f; // Prędkość
|
||||
}
|
||||
|
||||
void Kamikadze::shoot(){}
|
||||
|
||||
void Kamikadze::setRandomDirection() {
|
||||
int randomDirection = RandomNumberGenerator::getRandomNumber(0,3);
|
||||
|
||||
// Zapobieganie wyjscia poza ekran
|
||||
switch (randomDirection) {
|
||||
case 0:
|
||||
if (position.y > 0) direction = DirectionK::Up;
|
||||
break;
|
||||
case 1:
|
||||
if (position.y < 800) direction = DirectionK::Down;
|
||||
break;
|
||||
case 2:
|
||||
if (position.x > 0) direction = DirectionK::Left;
|
||||
break;
|
||||
case 3:
|
||||
if (position.x < 1200) direction = DirectionK::Right;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Kamikadze::updateDirection() {
|
||||
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
|
||||
if (position.y <= 0) {
|
||||
direction = DirectionK::Down;
|
||||
} else if (position.y >= 800) {
|
||||
direction = DirectionK::Up;
|
||||
}
|
||||
|
||||
// logika dla kierunku lewo/prawo
|
||||
if (position.x <= 0) {
|
||||
direction = DirectionK::Right;
|
||||
} else if (position.x >= 1200) {
|
||||
direction = DirectionK::Left;
|
||||
}
|
||||
}
|
||||
|
||||
void Kamikadze::followPlayer(const sf::Vector2f& playerPosition) {
|
||||
float diffX = playerPosition.x - position.x;
|
||||
float diffY = playerPosition.y - position.y;
|
||||
|
||||
float magnitude = std::sqrt(diffX * diffX + diffY * diffY);
|
||||
if (magnitude != 0) {
|
||||
diffX /= magnitude;
|
||||
diffY /= magnitude;
|
||||
|
||||
// Aktualizacja pozycji Kamikadze w kierunku gracza
|
||||
position.x += diffX * movementSpeed;
|
||||
position.y += diffY * movementSpeed;
|
||||
} else { //zatrzymanie kamikadze
|
||||
movementSpeed = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void Kamikadze::explode(const sf::Vector2f& playerPosition, bool& playerHit) {
|
||||
if (!exploding) {
|
||||
// Rozpocznij kamikadze
|
||||
exploding = true;
|
||||
explosionClock.restart();
|
||||
movementSpeed = 0.0f;
|
||||
|
||||
std::cout << "Kamikadze exploding!" << std::endl;
|
||||
std::cout << "Kamikadze position: (" << position.x << ", " << position.y << ")" << std::endl;
|
||||
std::cout << "Player position: (" << playerPosition.x << ", " << playerPosition.y << ")" << std::endl;
|
||||
|
||||
// Zakres, w jakim gracz może zostać trafiony
|
||||
|
||||
sf::Vector2f diff = playerPosition - sf::Vector2f(static_cast<float>(position.x), static_cast<float>(position.y));
|
||||
float distance = std::sqrt(diff.x * diff.x + diff.y * diff.y);
|
||||
|
||||
std::cout << "Distance to player: " << distance << std::endl;
|
||||
|
||||
// Trafienie gracza, jeśli jest w obszarze eksplozji
|
||||
const float explosionRange = 100.0f;
|
||||
if (distance <= explosionRange) {
|
||||
playerHit = true;
|
||||
std::cout << "Player is within explosion range! Player hit!" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Sprawdzanie czasu wybuchu
|
||||
if (exploding && explosionClock.getElapsedTime().asSeconds() >= 0.5f) {
|
||||
alive = false; // Kamikadze ulega zniszczeniu po eksplozji
|
||||
std::cout << "Kamikadze destroyed after explosion!" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void Kamikadze::move(float deltaX, float deltaY) {
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
position.x += static_cast<int>(deltaX);
|
||||
position.y += static_cast<int>(deltaY);
|
||||
}
|
||||
|
||||
void Kamikadze::moveLeft() { move(-moving_speed, 0.0f); }
|
||||
void Kamikadze::moveRight() { move(moving_speed, 0.0f); }
|
||||
void Kamikadze::moveUp() { move(0.0f, -moving_speed); }
|
||||
void Kamikadze::moveDown() { move(0.0f, moving_speed); }
|
||||
|
||||
void Kamikadze::update(const sf::Vector2f& playerPosition) {
|
||||
if (alive && !exploding) {
|
||||
// Podążanie za graczem, dopóki Kamikadze jest żywy
|
||||
followPlayer(playerPosition);
|
||||
actorSprite.setPosition(position.x, position.y);
|
||||
}
|
||||
}
|
||||
|
||||
bool Kamikadze::isExploding() const {
|
||||
return exploding;
|
||||
}
|
||||
|
||||
bool Kamikadze::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
|
||||
void Kamikadze::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
}
|
||||
}
|
||||
@@ -3,11 +3,13 @@
|
||||
#include "../headers/Plansza.h"
|
||||
#include "../headers/ObjectItem.hpp"
|
||||
|
||||
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
|
||||
: 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")
|
||||
{
|
||||
|
||||
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) {
|
||||
window = mainWindow;
|
||||
size.height = static_cast<int>(windowHeight);
|
||||
size.width = static_cast<int>(windowWidth);
|
||||
@@ -31,6 +33,32 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
|
||||
|
||||
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);
|
||||
}
|
||||
if (!BomberEnemyTexture.loadFromFile("../assets/img/enemy/bomber.png")) {
|
||||
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
if (!KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png")) {
|
||||
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
if (!BombaTexture.loadFromFile("../assets/img/bullets/bomba.png")) {
|
||||
std::cerr << "Failed to load BombaTexture!" << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
if (!WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png")) {
|
||||
std::cerr << "Failed to load Wiazkowiec texture!" << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
spawnClock.restart();
|
||||
}
|
||||
|
||||
@@ -73,8 +101,14 @@ void Plansza::update() {
|
||||
}
|
||||
|
||||
// generowanie nowego meteoru
|
||||
ship.update();
|
||||
update_score();
|
||||
spawn_meteor();
|
||||
|
||||
spawn_enemy();
|
||||
spawn_advanced_enemy();
|
||||
spawn_wiazkowiec();
|
||||
spawn_bomber();
|
||||
spawn_kamikadze();
|
||||
|
||||
// utrzymanie meteorów i pocisków w ruchu
|
||||
for (auto& meteor : getMeteors()) {
|
||||
@@ -131,6 +165,39 @@ void Plansza::update() {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (!ship.isAlive()) {
|
||||
std::cout << "Game Over! Player is dead." << std::endl;
|
||||
std::cout << "You lost the game!\n";
|
||||
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
||||
sf::Font font;
|
||||
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
|
||||
std::cerr << "Error loading font\n";
|
||||
exit(-500);
|
||||
}
|
||||
sf::Text text("Your ship is destroyed!", font, 24);
|
||||
text.setFillColor(sf::Color::Red);
|
||||
text.setPosition(50, 80);
|
||||
|
||||
// zatrzymanie muzyki i odtworzenie dźwięku przegranej
|
||||
audioManager.playSoundEffect("fail", 70.f);
|
||||
audioManager.stopBackgroundMusic();
|
||||
sf::Event event{};
|
||||
while (errorWindow.isOpen()) {
|
||||
while (errorWindow.pollEvent(event)) {
|
||||
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
|
||||
errorWindow.close();
|
||||
window->close();
|
||||
exit(-2);
|
||||
}
|
||||
}
|
||||
errorWindow.clear();
|
||||
errorWindow.draw(text);
|
||||
errorWindow.display();
|
||||
}
|
||||
}
|
||||
|
||||
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
|
||||
bool meteorHit = false;
|
||||
for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end(); ) {
|
||||
@@ -164,7 +231,412 @@ void Plansza::update() {
|
||||
++meteorIt;
|
||||
}
|
||||
}
|
||||
update_score();
|
||||
// Ruch i render przeciwnika
|
||||
for (auto it = enemies.begin(); it != enemies.end();) {
|
||||
it->update(); // Aktualizacja kierunku i ruchu
|
||||
it->shoot();
|
||||
|
||||
window->draw(it->getSprite());
|
||||
|
||||
// Usunięcie martwych przeciwników
|
||||
if (!it->isAlive()) {
|
||||
std::cout << "Basic Enemy has been eliminated." << std::endl;
|
||||
it = enemies.erase(it);
|
||||
} else {
|
||||
++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;
|
||||
}
|
||||
}
|
||||
for (auto it = BEnemies.begin(); it != BEnemies.end();) {
|
||||
it->update(); // Ruch bombera
|
||||
it->shoot(); // Strzał przeciwnika
|
||||
|
||||
window->draw(it->getSprite()); // Rysowanie na ekranie
|
||||
|
||||
if (!it->isAlive()) {
|
||||
std::cout << "Bomber has been eliminated." << std::endl;
|
||||
it = BEnemies.erase(it); // Usunięcie martwych przeciwników
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (auto it = KEnemies.begin(); it != KEnemies.end();) {
|
||||
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())) {
|
||||
it->explode(playerPosition, playerHit);
|
||||
if (playerHit) {
|
||||
ship.takeDamage(); // Gracz otrzymuje obrażenia
|
||||
std::cout << "Gracz został trafiony przez eksplozję Kamikadze!" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Kamikadze eksploduje po aktywacji niezależnie od obecności gracza
|
||||
if (it->isExploding()) {
|
||||
it->explode(playerPosition, playerHit); // Eksplozja trwa
|
||||
}
|
||||
|
||||
// Usunięcie martwego Kamikadze
|
||||
if (it->isAlive()) {
|
||||
window->draw(it->getSprite());
|
||||
++it;
|
||||
} else {
|
||||
std::cout << "Kamikadze exploded!" << std::endl;
|
||||
it = KEnemies.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (auto& enemy : enemies) {
|
||||
enemy.shoot();
|
||||
enemy.updateBullets();
|
||||
for (auto& bullet : enemy.getBullets()) {
|
||||
bullet.update();
|
||||
window->draw(bullet.getSprite());
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& advancedEnemy : AEnemies) {
|
||||
advancedEnemy.updateBullets(); // Obsługuje pociski zaawansowanych przeciwników
|
||||
for (auto& bullet : advancedEnemy.getBullets()) {
|
||||
bullet.update();
|
||||
window->draw(bullet.getSprite());
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& bomberEnemy : BEnemies) {
|
||||
bomberEnemy.updateBullets(); // Obsługuje bomby
|
||||
for (auto& bullet : bomberEnemy.getBullets()) {
|
||||
bullet.update();
|
||||
window->draw(bullet.getSprite());
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& enemy : enemies) {
|
||||
for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) {
|
||||
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
||||
// Kolizja wykryta
|
||||
std::cout << "Player hit by enemy bullet!\n";
|
||||
|
||||
ship.takeDamage();
|
||||
|
||||
// Usuwanie pocisku
|
||||
it = enemy.getBullets().erase(it);
|
||||
} else {
|
||||
++it; // Brak kolizji, przechodzimy do kolejnego pocisku
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& bomberEnemy : BEnemies) {
|
||||
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
|
||||
bool bulletDestroyed = false;
|
||||
|
||||
// Kolizja pocisku gracza z pociskiem Bombera
|
||||
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);
|
||||
bulletDestroyed = true;
|
||||
break;
|
||||
} else {
|
||||
++playerBulletIt;
|
||||
}
|
||||
}
|
||||
|
||||
// Kolizja rakiety gracza z pociskiem Bombera
|
||||
if (!bulletDestroyed) {
|
||||
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);
|
||||
bulletDestroyed = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Jeśli pocisk Bombera przetrwał dotychczasowe sprawdzenia, wykonaj inne działania
|
||||
if (!bulletDestroyed) {
|
||||
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
||||
// Kolizja pocisku Bombera z graczem
|
||||
ship.takeDamage();
|
||||
it = bomberEnemy.getBullets().erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& wiazkowiec : WEnemies) {
|
||||
wiazkowiec.update();
|
||||
|
||||
if (wiazkowiec.isShooting() && wiazkowiec.getBeam().isVisible()) {
|
||||
if (ship.getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) {
|
||||
ship.takeDamage(); // Gracz otrzymuje obrażenia
|
||||
}
|
||||
}
|
||||
|
||||
window->draw(wiazkowiec.getSprite());
|
||||
wiazkowiec.render(*window);
|
||||
}
|
||||
|
||||
// Usuwanie pocisków, które są poza ekranem srednio to dziala
|
||||
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end(); ) {
|
||||
for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
|
||||
if (bulletIt->isOutOfBounds()) {
|
||||
bulletIt = enemyIt->getBullets().erase(bulletIt); // Usuwamy pocisk, który wyszedł poza ekran
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
++enemyIt;
|
||||
}
|
||||
|
||||
|
||||
// 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();) {
|
||||
if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||
bulletIt = ship.getBullets().erase(bulletIt);
|
||||
enemyIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (hit && !enemyIt->isAlive()) {
|
||||
enemyIt = enemies.erase(enemyIt);
|
||||
} else {
|
||||
++enemyIt;
|
||||
}
|
||||
}
|
||||
|
||||
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 bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
|
||||
if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||
bulletIt = ship.getBullets().erase(bulletIt);
|
||||
bomberIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (hit && !bomberIt->isAlive()) {
|
||||
bomberIt = BEnemies.erase(bomberIt); // Usunięcie przeciwnika Bomber
|
||||
} else {
|
||||
++bomberIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
|
||||
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||
bulletIt = ship.getBullets().erase(bulletIt);
|
||||
kamikadzeIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (hit && !kamikadzeIt->isAlive()) {
|
||||
kamikadzeIt = KEnemies.erase(kamikadzeIt); // Usunięcie przeciwnika Kamikadze
|
||||
} else {
|
||||
++kamikadzeIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
|
||||
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||
bulletIt = ship.getBullets().erase(bulletIt);
|
||||
wiazkowiecIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (hit && !wiazkowiecIt->isAlive()) {
|
||||
wiazkowiecIt = WEnemies.erase(wiazkowiecIt); // Usunięcie przeciwnika Wiazkowiec
|
||||
} else {
|
||||
++wiazkowiecIt;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//oblsuga dla rakiety
|
||||
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
|
||||
if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
rocketIt = ship.getRockets().erase(rocketIt);
|
||||
enemyIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (hit && !enemyIt->isAlive()) {
|
||||
enemyIt = enemies.erase(enemyIt);
|
||||
} else {
|
||||
++enemyIt;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
|
||||
if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
rocketIt = ship.getRockets().erase(rocketIt);
|
||||
bomberIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (hit && !bomberIt->isAlive()) {
|
||||
bomberIt = BEnemies.erase(bomberIt);
|
||||
} else {
|
||||
++bomberIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
|
||||
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
rocketIt = ship.getRockets().erase(rocketIt);
|
||||
kamikadzeIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (hit && !kamikadzeIt->isAlive()) {
|
||||
kamikadzeIt = KEnemies.erase(kamikadzeIt);
|
||||
} else {
|
||||
++kamikadzeIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
|
||||
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
rocketIt = ship.getRockets().erase(rocketIt);
|
||||
wiazkowiecIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (hit && !wiazkowiecIt->isAlive()) {
|
||||
wiazkowiecIt = WEnemies.erase(wiazkowiecIt);
|
||||
} else {
|
||||
++wiazkowiecIt;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Meteor-related niżej
|
||||
@@ -191,6 +663,59 @@ void Plansza::update_meteors() {
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_enemy() {
|
||||
if (enemySpawnClock.getElapsedTime().asSeconds() >= 110) { // Spawn co 10 sekund
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
enemies.emplace_back(spawnX, -50, enemyTexture);
|
||||
std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl;
|
||||
enemySpawnClock.restart();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_advanced_enemy() {
|
||||
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 80) { // 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();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_bomber() {
|
||||
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
|
||||
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
|
||||
BEnemies.push_back(bomber);
|
||||
std::cout << "Spawned Bomber Enemy at X: " << spawnX << std::endl;
|
||||
BomberSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_kamikadze() {
|
||||
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 220) { // Spawn co 10 sekund
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
|
||||
std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
|
||||
KamikadzeSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_wiazkowiec() {
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 110) { // Spawn co 10 sekund
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture);
|
||||
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
|
||||
WEnemies.push_back(wiazkowiec);
|
||||
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
|
||||
WiazkowiecSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Size Plansza::getSize() {
|
||||
return size;
|
||||
}
|
||||
|
||||
@@ -1,11 +1,22 @@
|
||||
#include "../headers/Player.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <SFML/Graphics/Font.hpp>
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include <SFML/Graphics/Text.hpp>
|
||||
|
||||
#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) {
|
||||
@@ -14,6 +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) {
|
||||
@@ -22,6 +34,47 @@ void Player::alternate_shoot() {
|
||||
}
|
||||
}
|
||||
|
||||
void Player::update() {
|
||||
// Wyłącz nieśmiertelność po określonym czasie
|
||||
if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
|
||||
isImmortal = false;
|
||||
std::cout << "Immortality ended.\n";
|
||||
}
|
||||
|
||||
// Efekt migania podczas nieśmiertelności
|
||||
if (isImmortal) {
|
||||
if (static_cast<int>(immortalityClock.getElapsedTime().asMilliseconds() / 200) % 2 == 0) {
|
||||
actorSprite.setColor(sf::Color(255, 255, 255, 128)); // Półprzezroczysty
|
||||
} else {
|
||||
actorSprite.setColor(sf::Color(255, 255, 255, 255)); // Normalny
|
||||
}
|
||||
} else {
|
||||
actorSprite.setColor(sf::Color(255, 255, 255, 255)); // Normalny
|
||||
}
|
||||
}
|
||||
|
||||
void Player::takeDamage() {
|
||||
if (!isImmortal) {
|
||||
if (health > 0) {
|
||||
health--;
|
||||
std::cout << "Player hit! Remaining health: " << health << "\n";
|
||||
isImmortal = true; // Aktywuj chwilową nieśmiertelność
|
||||
immortalityClock.restart();
|
||||
|
||||
|
||||
if (health <= 0) {
|
||||
std::cout << "Player has been destroyed!\n";
|
||||
std::cout << "You lost the game!\n";
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Player::isAlive() const {
|
||||
return health > 0;
|
||||
}
|
||||
|
||||
void Player::setFirerate(unsigned int firerate) {
|
||||
this->firerate = firerate;
|
||||
}
|
||||
|
||||
@@ -6,4 +6,5 @@ void Rocket::update() {
|
||||
if(position.y < -100) {
|
||||
outOfBounds = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
188
sources/Wiazkowiec.cpp
Normal file
@@ -0,0 +1,188 @@
|
||||
#include "../headers/Wiazkowiec.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "../headers/Bullet.h"
|
||||
#include <random>
|
||||
|
||||
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(0, 0, 50.f, 50.f, sf::Color::Red) {
|
||||
actorSprite.setTexture(texture);
|
||||
hp = 2; // 2 punkty życia
|
||||
firerate = 5000; // Strzela co 10
|
||||
moving_speed = 5.0f; // Prędkość
|
||||
}
|
||||
|
||||
void Wiazkowiec::setPlanszaHeight(float height, float width) {
|
||||
planszaHeight = height;
|
||||
planszaWidth = width;
|
||||
}
|
||||
|
||||
void Wiazkowiec::spawnBeam() {
|
||||
float beamX = position.x;
|
||||
float beamY = position.y;
|
||||
float beamWidth = 50.f;
|
||||
float beamHeight = 0.f;
|
||||
|
||||
switch (direction) {
|
||||
case DirectionW::Up:
|
||||
beamHeight = position.y;
|
||||
beamY -= beamHeight;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Down:
|
||||
beamHeight = planszaHeight - position.y;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Left:
|
||||
beamHeight = 50.f;
|
||||
beamWidth = position.x;
|
||||
beamX -= beamWidth;
|
||||
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Right:
|
||||
beamHeight = 50.f;
|
||||
beamWidth = 800 - position.x;
|
||||
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
}
|
||||
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
beam.setVisible(true);
|
||||
|
||||
shooting = true;
|
||||
shootingClock.restart();
|
||||
}
|
||||
|
||||
// Strzał wiązki
|
||||
void Wiazkowiec::shoot() {
|
||||
if (!shooting) {
|
||||
spawnBeam();
|
||||
std::cout << "Wiazkowiec shot a beam!" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void Wiazkowiec::setRandomDirection() {
|
||||
// Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right
|
||||
int directionIndex = std::rand() % 4;
|
||||
|
||||
switch (directionIndex) {
|
||||
case 0:
|
||||
direction = DirectionW::Up;
|
||||
break;
|
||||
case 1:
|
||||
direction = DirectionW::Down;
|
||||
break;
|
||||
case 2:
|
||||
direction = DirectionW::Left;
|
||||
break;
|
||||
case 3:
|
||||
direction = DirectionW::Right;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Wiazkowiec::updateDirection() {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
|
||||
|
||||
// Kontrola górnej i dolnej krawędzi
|
||||
if (position.y <= 0) {
|
||||
direction = DirectionW::Down;
|
||||
} else if (position.y + spriteBounds.height >= planszaHeight) {
|
||||
direction = DirectionW::Up;
|
||||
}
|
||||
|
||||
// Kontrola lewej i prawej krawędzi
|
||||
if (position.x <= 0) {
|
||||
direction = DirectionW::Right;
|
||||
} else if (position.x + spriteBounds.width >= planszaWidth) {
|
||||
direction = DirectionW::Left;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Wiazkowiec::move(float deltaX, float deltaY) {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
|
||||
|
||||
// Zapobiegaj wyjściu poza poziome granice
|
||||
if (position.x + deltaX < 0) {
|
||||
deltaX = -position.x;
|
||||
} else if (position.x + spriteBounds.width + deltaX > planszaWidth) {
|
||||
deltaX = planszaWidth - (position.x + spriteBounds.width);
|
||||
}
|
||||
|
||||
// Zapobiegaj wyjściu poza pionowe granice
|
||||
if (position.y + deltaY < 0) {
|
||||
deltaY = -position.y;
|
||||
} else if (position.y + spriteBounds.height + deltaY > planszaHeight) {
|
||||
deltaY = planszaHeight - (position.y + spriteBounds.height);
|
||||
}
|
||||
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
position.x += static_cast<int>(deltaX);
|
||||
position.y += static_cast<int>(deltaY);
|
||||
}
|
||||
|
||||
void Wiazkowiec::moveLeft() { move(-moving_speed, 0.0f); }
|
||||
void Wiazkowiec::moveRight() { move(moving_speed, 0.0f); }
|
||||
void Wiazkowiec::moveUp() { move(0.0f, -moving_speed); }
|
||||
void Wiazkowiec::moveDown() { move(0.0f, moving_speed); }
|
||||
|
||||
void Wiazkowiec::update() {
|
||||
if (shooting) {
|
||||
// Kontrola zakończenia strzału
|
||||
if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
|
||||
beam.setVisible(false);
|
||||
shooting = false;
|
||||
setRandomDirection(); // Zmień kierunek po strzale
|
||||
}
|
||||
} else {
|
||||
updateDirection();
|
||||
|
||||
switch (direction) {
|
||||
case DirectionW::Up:
|
||||
moveUp();
|
||||
break;
|
||||
case DirectionW::Down:
|
||||
moveDown();
|
||||
break;
|
||||
case DirectionW::Left:
|
||||
moveLeft();
|
||||
break;
|
||||
case DirectionW::Right:
|
||||
moveRight();
|
||||
break;
|
||||
}
|
||||
|
||||
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy
|
||||
shoot();
|
||||
shootClock.restart();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ustawianie widoczności wiązki podczas renderowania
|
||||
void Wiazkowiec::render(sf::RenderWindow& window) {
|
||||
if (beam.isVisible()) {
|
||||
beam.render(window);
|
||||
}
|
||||
}
|
||||
|
||||
bool Wiazkowiec::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
|
||||
void Wiazkowiec::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool Wiazkowiec::isShooting() const {
|
||||
return shooting;
|
||||
}
|
||||
|
||||
const Beam& Wiazkowiec::getBeam() const {
|
||||
return beam;
|
||||
}
|
||||