Kamikadze sledzi gracza
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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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