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@@ -27,7 +27,10 @@ add_executable(LotoStatek main.cpp
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headers/Size.h
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headers/Position.h
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headers/ObjectItem.hpp
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sources/ObjectItem.cpp)
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sources/ObjectItem.cpp
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sources/Enemy.cpp
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headers/Enemy.h
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)
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if(WIN32)
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set(SFML_ROOT "${CMAKE_SOURCE_DIR}/lib/SFML")
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25
headers/Enemy.h
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25
headers/Enemy.h
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@@ -0,0 +1,25 @@
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#ifndef ENEMY_H
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#define ENEMY_H
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#include "Actor.h"
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#include "SFML/System/Clock.hpp"
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class Enemy : public Actor {
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public:
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Enemy(int x, int y, std::string path);
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void shoot() override;
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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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bool isAlive() const;
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void takeDamage();
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private:
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sf::Clock shootClock;
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bool alive = true;
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};
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#endif // ENEMY_H
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@@ -2,6 +2,7 @@
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#define PLANSZA_H
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#include "Meteor.h"
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#include "Enemy.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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@@ -18,9 +19,12 @@ public:
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Plansza(unsigned int windowHeight,unsigned int windowWidth, sf::RenderWindow *mainWindow);
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Size getSize();
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std::vector<Meteor> &getMeteors();
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void spawn_meteor();
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void update_meteors();
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void update();
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void spawn_enemy();
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private:
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Size size;
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Background background;
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@@ -29,6 +33,9 @@ private:
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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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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sf::Clock enemySpawnClock;
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std::vector<Meteor> meteors;
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sf::RenderWindow *window;
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};
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36
sources/Enemy.cpp
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36
sources/Enemy.cpp
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@@ -0,0 +1,36 @@
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#include "../headers/Enemy.h"
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#include "../headers/Bullet.h"
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Enemy::Enemy(int x, int y, std::string path) : Actor(x, y, path) {
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hp = 1; // Przeciwnik ma 1 punkt życia
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firerate = 1000; // Strzela co 1 sekundę
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moving_speed = 2.0f; // Prędkość ruchu przeciwnika
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}
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void Enemy::shoot() {
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if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
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bullets.emplace_back(position.x, position.y + 20, bulletTextureLeft); // Strzał w dół
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shootClock.restart();
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}
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}
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void Enemy::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 Enemy::moveLeft() { move(-moving_speed, 0.0f); }
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void Enemy::moveRight() { move(moving_speed, 0.0f); }
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void Enemy::moveUp() { move(0.0f, -moving_speed); }
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void Enemy::moveDown() { move(0.0f, moving_speed); }
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bool Enemy::isAlive() const {
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return alive;
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}
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void Enemy::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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@@ -67,7 +67,7 @@ void Plansza::update() {
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// generowanie nowego meteoru
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spawn_meteor();
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spawn_enemy();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto& meteor : getMeteors()) {
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@@ -157,6 +157,41 @@ void Plansza::update() {
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++meteorIt;
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}
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}
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// Ruch i renderowanie przeciwników
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for (auto it = enemies.begin(); it != enemies.end();) {
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it->moveDown(); // Przeciwnicy poruszają się w dół
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it->shoot();
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// Rysowanie przeciwników
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window->draw(it->getSprite());
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// Usunięcie martwych przeciwników
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if (!it->isAlive()) {
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it = enemies.erase(it);
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} else {
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++it;
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}
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}
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// Kolizje między pociskami gracza a przeciwnikami
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for (auto enemyIt = enemies.begin(); enemyIt != enemies.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 (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship.getBullets().erase(bulletIt);
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enemyIt->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 && !enemyIt->isAlive()) {
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enemyIt = enemies.erase(enemyIt);
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} else {
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++enemyIt;
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}
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}
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}
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// Meteor-related niżej
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@@ -183,6 +218,14 @@ void Plansza::update_meteors() {
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}
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}
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void Plansza::spawn_enemy() {
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if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // 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, "../assets/img/enemy/enemy.png");
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enemySpawnClock.restart();
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}
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}
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Size Plansza::getSize() {
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return size;
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}
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