Dodane regulacja prędkości i płynejsze poruszanie się

This commit is contained in:
2024-11-16 15:22:21 +01:00
parent 88fa5901b6
commit a190e81ba2
7 changed files with 99 additions and 49 deletions

View File

@@ -30,12 +30,10 @@ public:
std::vector<Bullet>& getBullets();
void updateBullets() {
for (auto& bullet : bullets) {
if(bullet.getStatus()) {
bullets.erase(bullets.begin());
}
}
void updateBullets();
void setMovingSpeed(float speed) {
moving_speed = speed;
}
protected:

View File

@@ -1,9 +1,9 @@
#ifndef LOTOSTATEK_BULLET_H
#define LOTOSTATEK_BULLET_H
#include "SFML/Graphics/Sprite.hpp"
#include "SFML/Graphics/Texture.hpp"
class Bullet {
struct Position {
int x;
@@ -15,9 +15,7 @@ public:
void update();
sf::Sprite& getSprite();
void setSpeed(float speed);
bool getStatus() const {
return outOfBounds;
}
bool getStatus() const;
private:
sf::Sprite bulletSprite;
sf::Texture bulletTexture;

View File

@@ -7,8 +7,15 @@
class Player : public Actor {
public:
Player(int x, int y, std::string path);
void shoot();
void setFirerate(unsigned int firerate);
void move(float deltaX, float deltaY);
void moveLeft();
void moveRight();
void moveUp();
void moveDown();
private:
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
};

View File

@@ -1,7 +1,7 @@
#include <iostream>
#include <chrono>
#include "SFML/Graphics.hpp"
#include "headers/Actor.h"
#include "headers/Player.h"
#include "headers/Bullet.h"
@@ -17,6 +17,8 @@ int main()
sf::Sprite backgroundSprite(backgroundTexture); // tworzenie tła
Player ship(240,650, "../assets/ship/Dreadnought-Base.png"); // tworzenie statku
ship.setMovingSpeed(8);
ship.setFirerate(200);
while (window.isOpen()) {
window.clear();
@@ -26,32 +28,39 @@ int main()
// Tu są handlowane eventy
sf::Event event{};
while (window.pollEvent(event)) {
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
if(ship.getPosition().x > -10) {
ship.moveLeft();
}
} else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
if(ship.getPosition().x < 480) {
ship.moveRight();
}
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
ship.shoot();
}
if(event.type == sf::Event::MouseButtonPressed) {
ship.shoot();
}
if(event.type == sf::Event::Closed)
window.close();
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
window.close();
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
ship.shoot();
}
if(event.type == sf::Event::MouseButtonPressed) {
ship.shoot();
}
}
if (event.type == sf::Event::Closed)
window.close();
// Sprawdzanie stanu klawiszy w głównej pętli gry
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
if(ship.getPosition().x > -10) {
ship.moveLeft();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
if(ship.getPosition().x < 480) {
ship.moveRight();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
if(ship.getPosition().y > 0) {
ship.moveUp();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
if(ship.getPosition().y < 700) {
ship.moveDown();
}
}
for (auto& bullet : ship.getBullets()) {
@@ -65,4 +74,4 @@ int main()
}
return 0;
}
}

View File

@@ -18,19 +18,11 @@ sf::Sprite &Actor::getSprite() {
return actorSprite;
}
void Actor::move(float deltaX, float deltaY) {
actorSprite.move(deltaX, deltaY);
}
void Actor::move(float deltaX, float deltaY) {}
void Actor::moveLeft() {
move(-10.0f, 0.0f);
position.x -= 10;
}
void Actor::moveLeft() {}
void Actor::moveRight() {
move(10.0f, 0.0f);
position.x += 10;
}
void Actor::moveRight() {}
Position Actor::getPosition() {
return {position.x, position.y};
@@ -43,3 +35,11 @@ void Actor::shoot() {
std::vector<Bullet> &Actor::getBullets() {
return bullets;
}
void Actor::updateBullets() {
for (auto& bullet : bullets) {
if(bullet.getStatus()) {
bullets.erase(bullets.begin());
}
}
}

View File

@@ -3,7 +3,6 @@
Bullet::Bullet(float x, float y, sf::Texture &bulletTexture) {
outOfBounds = false;
// bulletTexture.loadFromFile("../assets/img/bullet.png");
bulletSprite.setTexture(bulletTexture);
bulletSprite.setPosition(x, y);
bulletSpeed = -10.0f;
@@ -21,9 +20,12 @@ sf::Sprite &Bullet::getSprite() {
void Bullet::update() {
bulletSprite.move(0.0f, bulletSpeed);
bulletPosition.y += bulletSpeed;
bulletPosition.y += int(bulletSpeed);
if(bulletPosition.y < -100) {
outOfBounds = true;
// std::cout << "Bullet out of bounds\n";
}
}
bool Bullet::getStatus() const {
return outOfBounds;
}

View File

@@ -1,3 +1,39 @@
#include "../headers/Player.h"
Player::Player(int x, int y, std::string path) : Actor(x, y, path) {};
void Player::shoot() {
auto now = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTexture);
lastShotTime = now;
}
}
void Player::setFirerate(unsigned int firerate) {
this->firerate = firerate;
}
void Player::move(float deltaX, float deltaY) {
actorSprite.move(deltaX, deltaY);
}
void Player::moveLeft() {
move(-moving_speed, 0.0f);
position.x -= moving_speed;
}
void Player::moveRight() {
move(moving_speed, 0.0f);
position.x += moving_speed;
}
void Player::moveUp() {
move(0.0f, -moving_speed);
position.y -= moving_speed;
}
void Player::moveDown() {
move(0.0f, moving_speed);
position.y += moving_speed;
}