Merge remote-tracking branch 'origin/5PrzeciwnikowWmiareDziala'

# Conflicts:
#	headers/Plansza.h
#	sources/Plansza.cpp
This commit is contained in:
2024-12-12 22:28:09 +01:00
32 changed files with 1603 additions and 26 deletions

View File

@@ -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
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")

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

BIN
assets/img/enemy/bomber.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

BIN
assets/img/enemy/enemy.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 39 KiB

View File

@@ -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
View 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
View 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
View 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

View File

@@ -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
View 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
View 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

View File

@@ -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;

View File

@@ -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
};

View File

@@ -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
View 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

View File

@@ -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();

View File

@@ -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
View 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
View 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
View 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;
}
}

View File

@@ -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
View 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
View 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;
}
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -6,4 +6,5 @@ void Rocket::update() {
if(position.y < -100) {
outOfBounds = true;
}
}
}

188
sources/Wiazkowiec.cpp Normal file
View 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;
}