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

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@@ -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
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@@ -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
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@@ -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
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@@ -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

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@@ -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
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@@ -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
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@@ -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

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@@ -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;

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@@ -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
};

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@@ -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
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@@ -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