Kolizja wiazki dodana

This commit is contained in:
2025-01-14 13:52:05 +01:00
parent 629b1279a9
commit baced5f971
4 changed files with 83 additions and 23 deletions

View File

@@ -19,6 +19,8 @@ public:
Boss(int x, int y, const sf::Texture &bossTexture, const sf::Texture &bulletTexture, sf::Texture BombaTexture,
sf::RenderWindow *window);
void setPlanszaHeight(int height, int width);
void moveLeft() override;
void moveRight() override;
void moveUp() override;
@@ -35,9 +37,11 @@ public:
bool isAlive() const;
std::vector<Bullet>& getBullets() { return bullets; }
std::vector<Bullet>& getBombs() { return bombs; }
bool isShooting() const { return laserBeam != nullptr; }
Beam* getBeam() const { return laserBeam; }
private:
float movementSpeed = 1.5f;
float movementSpeed = 5.5f;
BossDirection direction = BossDirection::Down;
sf::Clock shootClock;
@@ -56,6 +60,11 @@ private:
std::vector<Bullet> bullets;
std::vector<Bullet> bombs;
int planszaHeight = 800;
int planszaWidth = 600;
bool isStationary = false;
void setRandomDirection();
void handleBounds();
};

View File

@@ -56,8 +56,8 @@ public:
void spawn_bomber();
void spawn_kamikadze();
~Plansza() {
delete ship; // usuwanie wskaźnika ship
delete boss; // Usuwanie wskaźnika bossa
delete ship;
delete boss;
}
static ships selectedShip;
@@ -115,6 +115,7 @@ private:
sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
bool gameOver = false;
unsigned int nextBossScoreThreshold = 1; // Próg punktowy dla spawnu bossa
};
#endif //PLANSZA_H

View File

@@ -13,9 +13,15 @@ Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bull
}
hp = 100;
firerate = 2000;
movementSpeed = 2.0f;
}
void Boss::setPlanszaHeight(int height, int width) {
planszaHeight = height;
planszaWidth = width;
}
void Boss::shoot() {
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
Bullet leftBullet(position.x - 20, position.y, bulletTexture);
@@ -35,7 +41,7 @@ void Boss::shoot() {
void Boss::dropBomb() {
if (bombClock.getElapsedTime().asMilliseconds() >= 5000) {
Bullet Bomb(position.x, position.y, BombaTexture);
Bomb.setSpeed(0.1f);
Bomb.setSpeed(0.5f);
bullets.emplace_back(std::move(Bomb)); // Można zmienić na bombę
std::cout << "Bombka lezy" << std::endl;
bombClock.restart();
@@ -47,6 +53,7 @@ void Boss::shootLaser() {
laserBeam = new Beam(position.x, position.y, beamTexture);
beamDurationClock.restart();
laserClock.restart();
isStationary = true;
}
if (laserBeam) {
@@ -56,12 +63,16 @@ void Boss::shootLaser() {
if (beamDurationClock.getElapsedTime().asSeconds() >= beamDuration) {
delete laserBeam;
laserBeam = nullptr;
isStationary = false;
}
}
}
void Boss::move(float deltaX, float deltaY) {
if (deltaX == 0 && deltaY == 0) {
std::cerr << "Boss stopped: deltaX and deltaY are both 0" << std::endl;
}
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(deltaY);
@@ -69,16 +80,21 @@ void Boss::move(float deltaX, float deltaY) {
}
void Boss::update() {
if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
setRandomDirection();
directionClock.restart();
}
std::cout << "Current movementSpeed: " << movementSpeed << std::endl;
std::cout << "Boss position: (" << position.x << ", " << position.y << "), Direction: " << static_cast<int>(direction) << std::endl;
switch (direction) {
case BossDirection::Up: move(0, -movementSpeed); break;
case BossDirection::Down: move(0, movementSpeed); break;
case BossDirection::Left: move(-movementSpeed, 0); break;
case BossDirection::Right: move(movementSpeed, 0); break;
if (!isStationary) {
if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
setRandomDirection();
directionClock.restart();
}
switch (direction) {
case BossDirection::Up: moveUp(); break;
case BossDirection::Down: moveDown(); break;
case BossDirection::Left: moveLeft(); break;
case BossDirection::Right: moveRight(); break;
}
}
shoot();
@@ -125,9 +141,11 @@ void Boss::moveDown() {
}
void Boss::takeDamage() {
if (--hp <= 0) {
hp = 0;
std::cout << "HP bossa" << hp << std::endl;
}
}
@@ -136,14 +154,38 @@ bool Boss::isAlive() const {
}
void Boss::setRandomDirection() {
int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
direction = static_cast<BossDirection>(randomValue);
BossDirection previousDirection = direction;
do {
int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
direction = static_cast<BossDirection>(randomValue);
} while (
(direction == BossDirection::Left && position.x <= 0) ||
(direction == BossDirection::Right && position.x >= planszaWidth) ||
(direction == BossDirection::Up && position.y <= 0) ||
(direction == BossDirection::Down && position.y >= planszaHeight)
);
if (previousDirection == direction) {
std::cerr << "Boss kept the same direction: " << static_cast<int>(direction) << std::endl;
}
}
void Boss::handleBounds() {
if (position.x <= 0) direction = BossDirection::Right;
if (position.x >= 300) direction = BossDirection::Left;
if (position.y <= 0) direction = BossDirection::Down;
if (position.y >= 300) direction = BossDirection::Up;
if (position.x < 0) {
position.x = 0;
direction = BossDirection::Right;
} else if (position.x > planszaWidth - actorSprite.getGlobalBounds().width) {
position.x = planszaWidth - actorSprite.getGlobalBounds().width;
direction = BossDirection::Left;
}
if (position.y < 0) {
position.y = 0;
direction = BossDirection::Down;
} else if (position.y > planszaHeight - actorSprite.getGlobalBounds().height) {
position.y = planszaHeight - actorSprite.getGlobalBounds().height;
direction = BossDirection::Up;
}
}

View File

@@ -126,7 +126,7 @@ void Plansza::update() {
spawn_hearts();
spawn_power_up();
// spawn_enemy();
// spawn_advanced_enemy();
spawn_advanced_enemy();
// spawn_wiazkowiec();
// spawn_bomber();
// spawn_kamikadze();
@@ -422,6 +422,12 @@ void Plansza::update() {
}
}
if (boss->isShooting() && boss->getBeam() != nullptr) {
if (ship->getSprite().getGlobalBounds().intersects(boss->getBeam()->getSprite().getGlobalBounds())) {
ship->takeDamage(); // Gracz otrzymuje obrażenia
}
}
}
@@ -851,7 +857,7 @@ void Plansza::spawn_enemy() {
}
void Plansza::spawn_advanced_enemy() {
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 20) { // Spawn co 10 sekund
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 8) { // 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;
@@ -893,10 +899,12 @@ void Plansza::spawn_wiazkowiec() {
}
void Plansza::spawn_boss() {
if (!bossSpawned && bossSpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn po 60 sekundach
if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po 60 sekundach
boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
boss->setPlanszaHeight(size.width, size.height);
bossSpawned = true;
std::cout << "Boss spawned!" << std::endl;
nextBossScoreThreshold += 1000;
std::cout << "Boss spawned at score: " << score << std::endl;
}
}