Kamikadze sledzi gracza
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assets/img/enemy/kamikadze.png
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assets/img/enemy/kamikadze.png
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@@ -1,8 +1,45 @@
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//
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// Created by k on 11.12.2024.
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//
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#ifndef KAMIKADZE_H
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#define KAMIKADZE_H
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#include "Enemy.h"
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#include "Actor.h"
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#include "Player.h"
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enum class DirectionK {
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Up,
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Down,
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Left,
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Right
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};
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class Kamikadze : public Actor {
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public:
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Kamikadze(int x, int y, const sf::Texture& texture);
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void move(float deltaX, float deltaY) override;
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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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void moveDown() override;
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void setRandomDirection();
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void shoot() override;
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void update(const sf::Vector2f& playerPosition);
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bool isAlive() const;
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void takeDamage();
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void updateDirection();
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void followPlayer(const sf::Vector2f &playerPosition);
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void explode(const sf::Vector2f &playerPosition, bool &playerHit);
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private:
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bool exploding = false; // Czy kamikadze obecnie eksploduje
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sf::Clock explosionClock;
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sf::Clock shootClock;
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float movementSpeed = 2.0f;
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bool alive = true;
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DirectionK direction = DirectionK::Down;
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};
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#endif //KAMIKADZE_H
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@@ -5,6 +5,7 @@
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#include "Enemy.h"
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#include "AdvancedEnemy.h"
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#include "Bomber.h"
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#include "Kamikadze.h"
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#include "RandomNumberGenerator.h"
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#include "SFML/System/Clock.hpp"
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#include "SFML/Graphics/RenderWindow.hpp"
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@@ -33,6 +34,7 @@ public:
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void spawn_advanced_enemy();
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void spawn_wiazkowiec();
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void spawn_bomber();
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void spawn_kamikadze();
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private:
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Size size;
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@@ -49,14 +51,17 @@ private:
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sf::Texture enemyTexture;
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sf::Texture advancedEnemyTexture;
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sf::Texture BomberEnemyTexture;
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sf::Texture KamikadzeTexture;
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sf::Clock spawnClock;
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sf::Clock shooterSpawnClock;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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std::vector<Kamikadze> KEnemies;
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sf::Clock enemySpawnClock;
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sf::Clock AenemySpawnClock;
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sf::Clock BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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std::vector<Meteor> meteors;
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sf::RenderWindow *window;
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};
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@@ -1,3 +1,126 @@
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//
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// Created by k on 11.12.2024.
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//
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#include "../headers/Kamikadze.h"
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#include "../headers/Bullet.h"
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#include <random>
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Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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actorSprite.setTexture(texture);
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hp = 3; // 3 punkty życia
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moving_speed = 2.0f; // Prędkość
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}
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void Kamikadze::shoot(){}
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// Losuje losowy kierunek dla Bombera
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void Kamikadze::setRandomDirection() {
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_int_distribution<int> dist(0, 3);
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int randomDirection = dist(gen);
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// Zapobieganie wyjscia poza ekran
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switch (randomDirection) {
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case 0:
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if (position.y > 0) direction = DirectionK::Up;
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break;
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case 1:
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if (position.y < 800) direction = DirectionK::Down;
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break;
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case 2:
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if (position.x > 0) direction = DirectionK::Left;
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break;
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case 3:
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if (position.x < 1200) direction = DirectionK::Right;
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break;
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}
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}
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void Kamikadze::updateDirection() {
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// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
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if (position.y <= 0) {
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direction = DirectionK::Down;
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} else if (position.y >= 800) {
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direction = DirectionK::Up;
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}
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// logika dla kierunku lewo/prawo
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if (position.x <= 0) {
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direction = DirectionK::Right;
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} else if (position.x >= 1200) {
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direction = DirectionK::Left;
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}
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}
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void Kamikadze::followPlayer(const sf::Vector2f& playerPosition) {
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// Oblicz różnicę w pozycjach
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float diffX = playerPosition.x - position.x;
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float diffY = playerPosition.y - position.y;
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// Normalizacja wektora (skrócenie kierunku do jednostkowego)
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float magnitude = std::sqrt(diffX * diffX + diffY * diffY);
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if (magnitude != 0) {
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diffX /= magnitude;
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diffY /= magnitude;
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// Aktualizacja pozycji Kamikadze w kierunku gracza z uwzględnieniem prędkości
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position.x += diffX * movementSpeed;
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position.y += diffY * movementSpeed;
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} else {
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// Jeśli Kamikadze jest dokładnie na pozycji gracza, zatrzymaj jego ruch
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movementSpeed = 0.0f;
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}
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}
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void Kamikadze::explode(const sf::Vector2f& playerPosition, bool& playerHit) {
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if (!exploding) {
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// Kamikadze rozpoczyna eksplozję
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exploding = true;
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explosionClock.restart();
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movementSpeed = 0.0f; // Zatrzymaj ruch
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// Sprawdź, czy gracz jest w obszarze eksplozji
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const float explosionRange = 50.0f; // Zakładając promień wybuchu
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sf::Vector2f diff = playerPosition - sf::Vector2f(static_cast<float>(position.x), static_cast<float>(position.y));
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float distance = std::sqrt(diff.x * diff.x + diff.y * diff.y);
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if (distance <= explosionRange) {
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playerHit = true; // Gracz został trafiony
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}
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}
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// Po zakończeniu eksplozji, Kamikadze umiera
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if (exploding && explosionClock.getElapsedTime().asSeconds() >= 0.5f) { // 0.5 sekundy
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alive = false;
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}
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}
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void Kamikadze::move(float deltaX, float deltaY) {
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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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}
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void Kamikadze::moveLeft() { move(-moving_speed, 0.0f); }
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void Kamikadze::moveRight() { move(moving_speed, 0.0f); }
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void Kamikadze::moveUp() { move(0.0f, -moving_speed); }
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void Kamikadze::moveDown() { move(0.0f, moving_speed); }
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void Kamikadze::update(const sf::Vector2f& playerPosition) {
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if (alive && !exploding) {
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// Podążaj za graczem, dopóki Kamikadze jest żywy i nie eksploduje
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followPlayer(playerPosition);
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actorSprite.setPosition(position.x, position.y); // Aktualizuj sprite
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}
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}
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bool Kamikadze::isAlive() const {
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return alive;
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}
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void Kamikadze::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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}
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}
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@@ -42,6 +42,10 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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std::cerr << "Failed to load advanced enemy texture!" << std::endl;
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exit(-1);
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}
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if (!KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png")) {
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std::cerr << "Failed to load advanced enemy texture!" << std::endl;
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exit(-1);
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}
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if (!BombaTexture.loadFromFile("../assets/img/bullets/bomba.png")) {
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std::cerr << "Failed to load BombaTexture!" << std::endl;
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exit(-1);
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@@ -93,6 +97,7 @@ void Plansza::update() {
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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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// utrzymanie meteorów i pocisków w ruchu
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for (auto& meteor : getMeteors()) {
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@@ -258,6 +263,35 @@ void Plansza::update() {
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}
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for (auto it = KEnemies.begin(); it != KEnemies.end();) {
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sf::Vector2f playerPosition = ship.getSprite().getPosition(); // Pozycja gracza
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bool playerHit = false;
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// Aktualizacja ruchu Kamikadze
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it->update(playerPosition);
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// Sprawdź kolizję z graczem
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if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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it->explode(playerPosition, playerHit);
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if (playerHit) {
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ship.takeDamage(); // Gracz traci punkt życia
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}
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}
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// Rysuj Kamikadze na ekranie
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if (it->isAlive()) {
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window->draw(it->getSprite());
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++it;
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} else {
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// Usuń, jeśli Kamikadze już nie żyje
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std::cout << "Kamikadze has exploded!" << std::endl;
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it = KEnemies.erase(it);
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}
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}
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// Obsługa pocisków zaawansowanych przeciwników
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for (auto& aEnemy : AEnemies) {
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for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
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@@ -389,12 +423,31 @@ void Plansza::update() {
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}
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}
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if (hit && !bomberIt->isAlive()) {
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bomberIt = BEnemies.erase(bomberIt); // Usunięcie przeciwnika AdvancedEnemy
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bomberIt = BEnemies.erase(bomberIt); // Usunięcie przeciwnika Bomber
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} else {
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++bomberIt;
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}
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}
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for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
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bool hit = false;
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for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
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if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship.getBullets().erase(bulletIt);
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kamikadzeIt->takeDamage();
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hit = true;
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break;
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} else {
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++bulletIt;
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}
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}
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if (hit && !kamikadzeIt->isAlive()) {
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kamikadzeIt = KEnemies.erase(kamikadzeIt); // Usunięcie przeciwnika Kamikadze
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} else {
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++kamikadzeIt;
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}
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}
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//oblsuga dla rakiety
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@@ -455,6 +508,25 @@ void Plansza::update() {
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}
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}
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for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
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bool hit = false;
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for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
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if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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rocketIt = ship.getRockets().erase(rocketIt);
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kamikadzeIt->takeDamage();
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hit = true;
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break;
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} else {
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++rocketIt;
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}
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}
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if (hit && !kamikadzeIt->isAlive()) {
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kamikadzeIt = KEnemies.erase(kamikadzeIt);
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} else {
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++kamikadzeIt;
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}
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}
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}
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@@ -486,7 +558,7 @@ void Plansza::spawn_enemy() {
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if (enemySpawnClock.getElapsedTime().asSeconds() >= 110) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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enemies.emplace_back(spawnX, -50, enemyTexture);
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std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl;
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enemySpawnClock.restart();
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}
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@@ -502,7 +574,7 @@ void Plansza::spawn_advanced_enemy() {
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}
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void Plansza::spawn_bomber() {
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if (BomberSpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
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if (BomberSpawnClock.getElapsedTime().asSeconds() >= 100) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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BEnemies.emplace_back(spawnX, -50, BomberEnemyTexture, BombaTexture);
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std::cout << "Spawned Bomber Enemy at X: " << spawnX << std::endl;
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@@ -510,6 +582,15 @@ void Plansza::spawn_bomber() {
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}
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}
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void Plansza::spawn_kamikadze() {
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if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
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std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
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KamikadzeSpawnClock.restart();
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}
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}
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