wiazkowiec strzela, gora dol

This commit is contained in:
2024-12-11 23:00:07 +01:00
parent b257837d18
commit c898aa0d81
8 changed files with 352 additions and 6 deletions

View File

@@ -36,6 +36,10 @@ add_executable(LotoStatek main.cpp
sources/Bomber.cpp
headers/Kamikadze.h
sources/Kamikadze.cpp
headers/wiazkowiec.h
sources/Wiazkowiec.cpp
headers/Beam.h
sources/Beam.cpp
)
if(WIN32)

25
headers/Beam.h Normal file
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@@ -0,0 +1,25 @@
#ifndef LOTOSTATEK_BEAM_H
#define LOTOSTATEK_BEAM_H
#include <SFML/Graphics.hpp>
#include "Position.h"
class Beam {
public:
Beam(float x, float y, float width, float height, const sf::Color& color);
void update();
void render(sf::RenderWindow& window);
sf::FloatRect getBounds() const;
bool isVisible() const;
void setVisible(bool visible);
private:
sf::RectangleShape beamShape;
bool visible;
};
#endif // LOTOSTATEK_BEAM_H

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@@ -6,6 +6,8 @@
#include "AdvancedEnemy.h"
#include "Bomber.h"
#include "Kamikadze.h"
#include "Wiazkowiec.h"
#include "Beam.h"
#include "RandomNumberGenerator.h"
#include "SFML/System/Clock.hpp"
#include "SFML/Graphics/RenderWindow.hpp"
@@ -44,6 +46,7 @@ private:
sf::Texture meteorTexture1;
sf::Texture meteorTexture2;
sf::Texture enemyBulletTexture;
sf::Texture WiazkaTexture;
sf::Texture BombaTexture;
sf::Texture playerTexture;
sf::Texture playerBulletTexture;
@@ -52,16 +55,19 @@ private:
sf::Texture advancedEnemyTexture;
sf::Texture BomberEnemyTexture;
sf::Texture KamikadzeTexture;
sf::Texture WiazkowiecTexture;
sf::Clock spawnClock;
sf::Clock shooterSpawnClock;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
std::vector<Kamikadze> KEnemies;
std::vector<Wiazkowiec> WEnemies;
sf::Clock enemySpawnClock;
sf::Clock AenemySpawnClock;
sf::Clock BomberSpawnClock;
sf::Clock KamikadzeSpawnClock;
sf::Clock WiazkowiecSpawnClock;
std::vector<Meteor> meteors;
sf::RenderWindow *window;
};

51
headers/Wiazkowiec.h Normal file
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@@ -0,0 +1,51 @@
#ifndef WIAZKOWIEC_H
#define WIAZKOWIEC_H
#include "Enemy.h"
#include "Actor.h"
#include "Beam.h"
enum class DirectionW {
Up,
Down,
Left,
Right
};
class Wiazkowiec : public Actor {
public:
Wiazkowiec(int x, int y, const sf::Texture& texture);
void shoot() override;
void move(float deltaX, float deltaY) override;
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void setRandomDirection();
void update();
void render(sf::RenderWindow &window);
bool isAlive() const;
void takeDamage();
void updateDirection();
bool isShooting() const;
const Beam& getBeam() const;
private:
sf::Clock shootClock;
sf::Texture WiazkaTexture;
float movementSpeed = 2.0f;
bool alive = true;
DirectionW direction = DirectionW::Down;
Beam beam; // Wiązka
bool shooting = false; // Czy obecnie strzela
sf::Clock shootingClock; // Zegar kontrolujący czas strzału
float beamDuration = 1.0f; // Czas trwania widoczności wiązki (w sekundach)
void spawnBeam(); // Tworzy wiązkę
};
#endif //WIAZKOWIEC_H

31
sources/Beam.cpp Normal file
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@@ -0,0 +1,31 @@
#include "../headers/Beam.h"
Beam::Beam(float x, float y, float width, float height, const sf::Color& color)
: visible(false) {
beamShape.setPosition(x, y);
beamShape.setSize({width, height});
beamShape.setFillColor(color);
}
void Beam::update() {
// Wiązka może mieć logikę do czasu, jeśli potrzebne
}
void Beam::render(sf::RenderWindow& window) {
if (visible) {
window.draw(beamShape);
}
}
sf::FloatRect Beam::getBounds() const {
return beamShape.getGlobalBounds();
}
bool Beam::isVisible() const {
return visible;
}
void Beam::setVisible(bool visible) {
this->visible = visible;
}

View File

@@ -25,13 +25,13 @@ void Bomber::setRandomDirection() {
if (position.y > 0) direction = DirectionB::Up;
break;
case 1:
if (position.y < 800) direction = DirectionB::Down;
if (position.y < 600) direction = DirectionB::Down;
break;
case 2:
if (position.x > 0) direction = DirectionB::Left;
break;
case 3:
if (position.x < 600) direction = DirectionB::Right;
if (position.x < 800) direction = DirectionB::Right;
break;
}
}

View File

@@ -34,11 +34,15 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
std::cerr << "Failed to load enemy texture!" << std::endl;
exit(-1);
}
if (!WiazkaTexture.loadFromFile("../assets/img/bullets/wiazka.png")) {
std::cerr << "Failed to load wiazka texture!" << std::endl;
exit(-1);
}
if (!advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png")) {
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
exit(-1);
}
if (!BomberEnemyTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png")) {
if (!BomberEnemyTexture.loadFromFile("../assets/img/enemy/bomber.png")) {
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
exit(-1);
}
@@ -50,6 +54,10 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
std::cerr << "Failed to load BombaTexture!" << std::endl;
exit(-1);
}
if (!WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png")) {
std::cerr << "Failed to load BombaTexture!" << std::endl;
exit(-1);
}
spawnClock.restart();
}
@@ -95,7 +103,7 @@ void Plansza::update() {
//spawn_meteor();
spawn_enemy();
spawn_advanced_enemy();
//spawn_wiazkowiec();
spawn_wiazkowiec();
spawn_bomber();
spawn_kamikadze();
@@ -361,6 +369,51 @@ void Plansza::update() {
}
}
for (auto& bomberEnemy : BEnemies) {
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
bool bulletDestroyed = false;
// Kolizja pocisku gracza z pociskiem Bombera
for (auto playerBulletIt = ship.getBullets().begin(); playerBulletIt != ship.getBullets().end();) {
if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i pocisk gracza
it = bomberEnemy.getBullets().erase(it);
playerBulletIt = ship.getBullets().erase(playerBulletIt);
bulletDestroyed = true;
break;
} else {
++playerBulletIt;
}
}
// Kolizja rakiety gracza z pociskiem Bombera
if (!bulletDestroyed) {
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i rakietę gracza
it = bomberEnemy.getBullets().erase(it);
rocketIt = ship.getRockets().erase(rocketIt);
bulletDestroyed = true;
break;
} else {
++rocketIt;
}
}
}
// Jeśli pocisk Bombera przetrwał dotychczasowe sprawdzenia, wykonaj inne działania
if (!bulletDestroyed) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Kolizja pocisku Bombera z graczem
ship.takeDamage();
it = bomberEnemy.getBullets().erase(it);
} else {
++it;
}
}
}
}
// Usuwanie pocisków, które są poza ekranem srednio to dziala
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end(); ) {
for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
@@ -451,7 +504,18 @@ void Plansza::update() {
}
}
for (auto& wiazkowiec : WEnemies) {
wiazkowiec.update();
if (wiazkowiec.isShooting() && wiazkowiec.getBeam().isVisible()) {
if (ship.getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) {
ship.takeDamage(); // Gracz otrzymuje obrażenia
}
}
window->draw(wiazkowiec.getSprite());
wiazkowiec.render(*window);
}
//oblsuga dla rakiety
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
@@ -577,7 +641,7 @@ void Plansza::spawn_advanced_enemy() {
}
void Plansza::spawn_bomber() {
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 120) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
BEnemies.emplace_back(spawnX, -50, BomberEnemyTexture, BombaTexture);
std::cout << "Spawned Bomber Enemy at X: " << spawnX << std::endl;
@@ -586,7 +650,7 @@ void Plansza::spawn_bomber() {
}
void Plansza::spawn_kamikadze() {
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 220) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
@@ -594,6 +658,14 @@ void Plansza::spawn_kamikadze() {
}
}
void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
WEnemies.emplace_back(spawnX, -50, WiazkowiecTexture);
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
WiazkowiecSpawnClock.restart();
}
}

157
sources/Wiazkowiec.cpp Normal file
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@@ -0,0 +1,157 @@
#include "../headers/Wiazkowiec.h"
#include <iostream>
#include "../headers/Bullet.h"
#include <random>
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(0, 0, 50.f, 50.f, sf::Color::Red) {
actorSprite.setTexture(texture);
hp = 2; // 2 punkty życia
firerate = 5000; // Strzela co 10
moving_speed = 1.0f; // Prędkość
// BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
}
void Wiazkowiec::spawnBeam() {
float beamX = position.x;
float beamY = position.y;
float beamWidth = 50.f;
float beamHeight = 0.f;
switch (direction) {
case DirectionW::Up:
beamHeight = position.y;
beamY -= beamHeight;
break;
case DirectionW::Down:
beamHeight = 600 - position.y;
break;
case DirectionW::Left:
beamWidth = position.x;
beamX -= beamWidth;
break;
case DirectionW::Right:
beamWidth = 800 - position.x;
break;
}
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam.setVisible(true);
shooting = true;
shootingClock.restart(); // Reset zegara
}
// Strzał wiązki
void Wiazkowiec::shoot() {
if (!shooting) {
spawnBeam();
std::cout << "Wiazkowiec shot a beam!" << std::endl;
}
}
void Wiazkowiec::setRandomDirection() {
// Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right
int directionIndex = std::rand() % 4;
switch (directionIndex) {
case 0:
direction = DirectionW::Up;
break;
case 1:
direction = DirectionW::Down;
break;
case 2:
direction = DirectionW::Left;
break;
case 3:
direction = DirectionW::Right;
break;
}
}
void Wiazkowiec::updateDirection() {
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
if (position.y <= 0) {
direction = DirectionW::Down;
} else if (position.y >= 800) {
direction = DirectionW::Up;
}
// logika dla kierunku lewo/prawo
if (position.x <= 0) {
direction = DirectionW::Right;
} else if (position.x >= 1200) {
direction = DirectionW::Left;
}
}
void Wiazkowiec::move(float deltaX, float deltaY) {
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(deltaY);
}
void Wiazkowiec::moveLeft() { move(-moving_speed, 0.0f); }
void Wiazkowiec::moveRight() { move(moving_speed, 0.0f); }
void Wiazkowiec::moveUp() { move(0.0f, -moving_speed); }
void Wiazkowiec::moveDown() { move(0.0f, moving_speed); }
void Wiazkowiec::update() {
if (shooting) {
// Kontrola zakończenia strzału
if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
beam.setVisible(false);
shooting = false;
setRandomDirection(); // Zmień kierunek po strzale
}
} else {
updateDirection();
switch (direction) {
case DirectionW::Up:
moveUp();
break;
case DirectionW::Down:
moveDown();
break;
case DirectionW::Left:
moveLeft();
break;
case DirectionW::Right:
moveRight();
break;
}
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy
shoot();
shootClock.restart();
}
}
}
// Ustawianie widoczności wiązki podczas renderowania
void Wiazkowiec::render(sf::RenderWindow& window) {
if (beam.isVisible()) {
beam.render(window);
}
}
bool Wiazkowiec::isAlive() const {
return alive;
}
void Wiazkowiec::takeDamage() {
if (--hp <= 0) {
alive = false;
}
}
bool Wiazkowiec::isShooting() const {
return shooting;
}
const Beam& Wiazkowiec::getBeam() const {
return beam;
}