Kolizja wiazki dodana
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@@ -19,6 +19,8 @@ public:
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Boss(int x, int y, const sf::Texture &bossTexture, const sf::Texture &bulletTexture, sf::Texture BombaTexture,
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sf::RenderWindow *window);
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void setPlanszaHeight(int height, int width);
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void moveLeft() override;
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void moveRight() override;
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void moveUp() override;
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@@ -35,9 +37,11 @@ public:
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bool isAlive() const;
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std::vector<Bullet>& getBullets() { return bullets; }
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std::vector<Bullet>& getBombs() { return bombs; }
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bool isShooting() const { return laserBeam != nullptr; }
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Beam* getBeam() const { return laserBeam; }
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private:
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float movementSpeed = 1.5f;
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float movementSpeed = 5.5f;
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BossDirection direction = BossDirection::Down;
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sf::Clock shootClock;
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@@ -56,6 +60,11 @@ private:
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std::vector<Bullet> bullets;
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std::vector<Bullet> bombs;
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int planszaHeight = 800;
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int planszaWidth = 600;
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bool isStationary = false;
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void setRandomDirection();
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void handleBounds();
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};
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@@ -56,8 +56,8 @@ public:
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void spawn_bomber();
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void spawn_kamikadze();
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~Plansza() {
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delete ship; // usuwanie wskaźnika ship
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delete boss; // Usuwanie wskaźnika bossa
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delete ship;
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delete boss;
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}
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static ships selectedShip;
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@@ -115,6 +115,7 @@ private:
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sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
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bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
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bool gameOver = false;
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unsigned int nextBossScoreThreshold = 1; // Próg punktowy dla spawnu bossa
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};
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#endif //PLANSZA_H
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@@ -13,9 +13,15 @@ Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bull
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}
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hp = 100;
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firerate = 2000;
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movementSpeed = 2.0f;
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}
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void Boss::setPlanszaHeight(int height, int width) {
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planszaHeight = height;
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planszaWidth = width;
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}
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void Boss::shoot() {
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if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
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Bullet leftBullet(position.x - 20, position.y, bulletTexture);
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@@ -35,7 +41,7 @@ void Boss::shoot() {
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void Boss::dropBomb() {
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if (bombClock.getElapsedTime().asMilliseconds() >= 5000) {
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Bullet Bomb(position.x, position.y, BombaTexture);
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Bomb.setSpeed(0.1f);
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Bomb.setSpeed(0.5f);
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bullets.emplace_back(std::move(Bomb)); // Można zmienić na bombę
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std::cout << "Bombka lezy" << std::endl;
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bombClock.restart();
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@@ -47,6 +53,7 @@ void Boss::shootLaser() {
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laserBeam = new Beam(position.x, position.y, beamTexture);
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beamDurationClock.restart();
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laserClock.restart();
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isStationary = true;
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}
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if (laserBeam) {
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@@ -56,12 +63,16 @@ void Boss::shootLaser() {
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if (beamDurationClock.getElapsedTime().asSeconds() >= beamDuration) {
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delete laserBeam;
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laserBeam = nullptr;
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isStationary = false;
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}
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}
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}
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void Boss::move(float deltaX, float deltaY) {
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if (deltaX == 0 && deltaY == 0) {
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std::cerr << "Boss stopped: deltaX and deltaY are both 0" << std::endl;
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}
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actorSprite.move(deltaX, deltaY);
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position.x += static_cast<int>(deltaX);
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position.y += static_cast<int>(deltaY);
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@@ -69,16 +80,21 @@ void Boss::move(float deltaX, float deltaY) {
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}
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void Boss::update() {
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if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
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setRandomDirection();
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directionClock.restart();
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}
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std::cout << "Current movementSpeed: " << movementSpeed << std::endl;
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std::cout << "Boss position: (" << position.x << ", " << position.y << "), Direction: " << static_cast<int>(direction) << std::endl;
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switch (direction) {
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case BossDirection::Up: move(0, -movementSpeed); break;
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case BossDirection::Down: move(0, movementSpeed); break;
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case BossDirection::Left: move(-movementSpeed, 0); break;
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case BossDirection::Right: move(movementSpeed, 0); break;
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if (!isStationary) {
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if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
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setRandomDirection();
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directionClock.restart();
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}
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switch (direction) {
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case BossDirection::Up: moveUp(); break;
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case BossDirection::Down: moveDown(); break;
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case BossDirection::Left: moveLeft(); break;
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case BossDirection::Right: moveRight(); break;
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}
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}
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shoot();
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@@ -125,9 +141,11 @@ void Boss::moveDown() {
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}
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void Boss::takeDamage() {
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if (--hp <= 0) {
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hp = 0;
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std::cout << "HP bossa" << hp << std::endl;
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}
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}
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@@ -136,14 +154,38 @@ bool Boss::isAlive() const {
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}
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void Boss::setRandomDirection() {
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int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
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direction = static_cast<BossDirection>(randomValue);
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BossDirection previousDirection = direction;
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do {
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int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
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direction = static_cast<BossDirection>(randomValue);
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} while (
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(direction == BossDirection::Left && position.x <= 0) ||
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(direction == BossDirection::Right && position.x >= planszaWidth) ||
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(direction == BossDirection::Up && position.y <= 0) ||
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(direction == BossDirection::Down && position.y >= planszaHeight)
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);
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if (previousDirection == direction) {
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std::cerr << "Boss kept the same direction: " << static_cast<int>(direction) << std::endl;
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}
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}
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void Boss::handleBounds() {
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if (position.x <= 0) direction = BossDirection::Right;
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if (position.x >= 300) direction = BossDirection::Left;
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if (position.y <= 0) direction = BossDirection::Down;
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if (position.y >= 300) direction = BossDirection::Up;
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if (position.x < 0) {
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position.x = 0;
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direction = BossDirection::Right;
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} else if (position.x > planszaWidth - actorSprite.getGlobalBounds().width) {
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position.x = planszaWidth - actorSprite.getGlobalBounds().width;
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direction = BossDirection::Left;
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}
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if (position.y < 0) {
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position.y = 0;
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direction = BossDirection::Down;
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} else if (position.y > planszaHeight - actorSprite.getGlobalBounds().height) {
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position.y = planszaHeight - actorSprite.getGlobalBounds().height;
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direction = BossDirection::Up;
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}
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}
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@@ -126,7 +126,7 @@ void Plansza::update() {
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spawn_hearts();
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spawn_power_up();
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// spawn_enemy();
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// spawn_advanced_enemy();
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spawn_advanced_enemy();
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// spawn_wiazkowiec();
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// spawn_bomber();
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// spawn_kamikadze();
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@@ -422,6 +422,12 @@ void Plansza::update() {
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}
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}
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if (boss->isShooting() && boss->getBeam() != nullptr) {
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if (ship->getSprite().getGlobalBounds().intersects(boss->getBeam()->getSprite().getGlobalBounds())) {
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ship->takeDamage(); // Gracz otrzymuje obrażenia
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}
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}
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}
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@@ -851,7 +857,7 @@ void Plansza::spawn_enemy() {
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}
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void Plansza::spawn_advanced_enemy() {
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if (AenemySpawnClock.getElapsedTime().asSeconds() >= 20) { // Spawn co 10 sekund
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if (AenemySpawnClock.getElapsedTime().asSeconds() >= 8) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
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std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
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@@ -893,10 +899,12 @@ void Plansza::spawn_wiazkowiec() {
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}
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void Plansza::spawn_boss() {
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if (!bossSpawned && bossSpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn po 60 sekundach
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if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po 60 sekundach
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boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
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boss->setPlanszaHeight(size.width, size.height);
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bossSpawned = true;
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std::cout << "Boss spawned!" << std::endl;
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nextBossScoreThreshold += 1000;
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std::cout << "Boss spawned at score: " << score << std::endl;
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}
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}
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