Merge remote-tracking branch 'refs/remotes/origin/przeszkoda'
# Conflicts: # CMakeLists.txt # main.cpp
This commit is contained in:
@@ -16,7 +16,10 @@ add_executable(LotoStatek main.cpp
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sources/Background.cpp
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headers/AudioManager.h
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sources/AudioManager.cpp
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)
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sources/Bullet.cpp
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headers/Meteor.h
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sources/Meteor.cpp
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headers/RandomNumberGenerator.h)
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if(WIN32)
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set(SFML_ROOT "${CMAKE_SOURCE_DIR}/SFML")
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BIN
assets/fonts/arial.TTF
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BIN
assets/fonts/arial.TTF
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BIN
assets/img/Rocket_111.png
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BIN
assets/img/Rocket_111.png
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After Width: | Height: | Size: 489 B |
BIN
assets/img/Rocket_115.png
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BIN
assets/img/Rocket_115.png
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After Width: | Height: | Size: 503 B |
BIN
assets/img/meteor-1.png
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BIN
assets/img/meteor-1.png
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After Width: | Height: | Size: 667 KiB |
BIN
assets/img/meteor-2.png
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BIN
assets/img/meteor-2.png
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After Width: | Height: | Size: 402 KiB |
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Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 4.0 KiB |
@@ -31,9 +31,7 @@ public:
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void updateBullets();
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void setMovingSpeed(float speed) {
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moving_speed = speed;
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}
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void setMovingSpeed(float speed);
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protected:
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sf::Sprite actorSprite;
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@@ -11,16 +11,16 @@ class Bullet {
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};
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public:
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Bullet(float x, float y, sf::Texture &bulletTexture);
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void update();
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sf::Sprite& getSprite();
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Bullet(float x, float y, sf::Texture &texture);
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sf::Sprite &getSprite();
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void setSpeed(float speed);
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bool getStatus() const;
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void update();
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private:
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sf::Sprite bulletSprite;
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sf::Texture bulletTexture;
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float bulletSpeed;
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Position bulletPosition;
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float bulletSpeed;
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bool outOfBounds;
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};
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30
headers/Meteor.h
Normal file
30
headers/Meteor.h
Normal file
@@ -0,0 +1,30 @@
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#ifndef LOTOSTATEK_METEOR_H
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#define LOTOSTATEK_METEOR_H
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#include "SFML/Graphics/Texture.hpp"
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#include "SFML/Graphics/Sprite.hpp"
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class Meteor {
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struct Position {
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int x;
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int y;
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};
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public:
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Meteor(float x, float y, sf::Texture &texture);
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sf::Sprite &getSprite();
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bool getStatus();
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void update();
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// ~Meteor();
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private:
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sf::Texture meteorTexture;
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sf::Sprite meteorSprite;
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Position meteorPosition;
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float meteorRotationSpeed;
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float meteorSpeed;
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bool outOfBounds;
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static unsigned int counter;
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};
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#endif //LOTOSTATEK_METEOR_H
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@@ -2,11 +2,27 @@
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#define PLANSZA_H
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#include "Meteor.h"
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#include "RandomNumberGenerator.h"
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#include "SFML/System/Clock.hpp"
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class Plansza {
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struct Size {
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int height;
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int width;
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};
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public:
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Plansza(unsigned int windowHeight, unsigned int windowWidth);
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void spawn_meteor();
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Size getSize();
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std::vector<Meteor> &getMeteors();
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void update_meteors();
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private:
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std::vector<Meteor> meteors;
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Size size;
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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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};
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#endif //PLANSZA_H
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16
headers/RandomNumberGenerator.h
Normal file
16
headers/RandomNumberGenerator.h
Normal file
@@ -0,0 +1,16 @@
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#ifndef LOTOSTATEK_RANDOMNUMBERGENERATOR_H
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#define LOTOSTATEK_RANDOMNUMBERGENERATOR_H
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#include <random>
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class RandomNumberGenerator {
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public:
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static int getRandomNumber(int min, int max) {
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static std::random_device rd;
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static std::mt19937 gen(rd());
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static std::uniform_int_distribution<> dis(min, max);
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return dis(gen);
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}
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};
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#endif //LOTOSTATEK_RANDOMNUMBERGENERATOR_H
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118
main.cpp
118
main.cpp
@@ -1,18 +1,20 @@
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#include <iostream>
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#include <chrono>
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#include "SFML/Graphics.hpp"
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#include "headers/Player.h"
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#include "headers/Bullet.h"
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#include "headers/Background.h"
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#include "headers/AudioManager.h"
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#include "headers/Meteor.h"
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#include "headers/Plansza.h"
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int main()
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{
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std::clog << "Game started\n";
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sf::RenderWindow window(sf::VideoMode(600, 800), "My window");
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window.setVerticalSyncEnabled(true);
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window.setFramerateLimit(60);
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sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "My mainWindow");
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mainWindow.setVerticalSyncEnabled(true);
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mainWindow.setFramerateLimit(60);
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Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x);
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Background background("../assets/img/space.png", 2.0f); //tutaj predkosc tla, mozna zwiekszyc jak za wolno
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@@ -27,20 +29,22 @@ int main()
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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Player ship(240,650, "../assets/ship/Dreadnought-Base.png"); // tworzenie statku
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// TODO: Przenieść tworzenie statku wewnątrz klasy Plansza
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Player ship(mainWindow.getSize().x / 2, mainWindow.getSize().y - 100, "../assets/ship/Dreadnought-Base.png"); // tworzenie statku
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ship.setMovingSpeed(8);
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ship.setFirerate(200);
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while (window.isOpen()) {
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window.clear();
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while (mainWindow.isOpen()) {
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// std::cout << "Liczba: " << RandomNumberGenerator::getRandomNumber(0,499) << std::endl;
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mainWindow.clear();
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// Tu są handlowane eventy
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sf::Event event{};
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while (window.pollEvent(event)) {
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while (mainWindow.pollEvent(event)) {
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if(event.type == sf::Event::Closed)
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window.close();
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mainWindow.close();
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
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window.close();
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mainWindow.close();
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
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ship.shoot();
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@@ -60,43 +64,105 @@ int main()
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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if(ship.getPosition().x > -10) {
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if(ship.getPosition().x > 50) {
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ship.moveLeft();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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if(ship.getPosition().x < 480) {
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ship.moveRight();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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if(ship.getPosition().y > 0) {
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if(ship.getPosition().y > 80) {
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ship.moveUp();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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if(ship.getPosition().y < 700) {
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if(ship.getPosition().y < 720) {
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ship.moveDown();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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if(ship.getPosition().x < 550) {
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ship.moveRight();
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}
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
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ship.shoot();
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}
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if(sf::Mouse::isButtonPressed(sf::Mouse::Left)) ship.shoot();
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if(sf::Mouse::isButtonPressed(sf::Mouse::Right)) ship.alternate_shoot();
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// Generate a new meteor at a random position at the top of the screen
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plansza.spawn_meteor();
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// Update and draw meteors
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for (auto& meteor : plansza.getMeteors()) {
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meteor.update();
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mainWindow.draw(meteor.getSprite());
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}
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for (auto& bullet : ship.getBullets()) {
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bullet.update();
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window.draw(bullet.getSprite());
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mainWindow.draw(bullet.getSprite());
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}
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// tło
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background.update();
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background.draw(window);
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background.draw(mainWindow);
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for (auto& bullet : ship.getBullets()) {
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bullet.update();
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window.draw(bullet.getSprite());
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plansza.update_meteors();
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ship.updateBullets();
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mainWindow.draw(ship.getSprite());
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// trochę dziwny sposób ale jednak działa
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for (auto& meteor : plansza.getMeteors()) {
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if(ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
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std::cout << "You lost the game!\n";
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::Font font;
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if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
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std::cerr << "Error loading font\n";
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return -1;
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}
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sf::Text text("Your ship is destroyed!", font, 24);
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text.setFillColor(sf::Color::Red);
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text.setPosition(50, 80);
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while (errorWindow.isOpen()) {
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sf::Event event;
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while (errorWindow.pollEvent(event)) {
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if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
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errorWindow.close();
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mainWindow.close();
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exit(-2);
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}
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}
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errorWindow.clear();
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errorWindow.draw(text);
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errorWindow.display();
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}
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}
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}
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ship.updateBullets();
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window.draw(ship.getSprite());
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window.display();
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for (auto meteorIt = plansza.getMeteors().begin(); meteorIt != plansza.getMeteors().end(); ) {
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bool meteorHit = false;
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for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end(); ) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship.getBullets().erase(bulletIt);
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meteorIt = plansza.getMeteors().erase(meteorIt);
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meteorHit = true;
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break; // Exit the inner loop to avoid invalidating the iterator
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} else {
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++bulletIt;
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}
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||||
}
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||||
if (!meteorHit) {
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||||
++meteorIt;
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||||
}
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||||
}
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||||
|
||||
mainWindow.display();
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}
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return 0;
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@@ -1,11 +1,11 @@
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#include "../headers/Actor.h"
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// TODO: Naprawić krzywy sprite statku
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Actor::Actor(int x, int y, std::string path) {
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loadTexture(path);
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position.x = x;
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position.y = y;
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actorSprite.setPosition(x, y);
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actorSprite.setOrigin(actorSprite.getLocalBounds().width / 2, actorSprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
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actorSprite.setPosition(float(x), float(y));
|
||||
}
|
||||
|
||||
void Actor::loadTexture(std::string path) {
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@@ -13,7 +13,7 @@ void Actor::loadTexture(std::string path) {
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actorSprite.setTexture(actorTexture);
|
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|
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bulletTextureLeft.loadFromFile("../assets/img/bullet_left.png");
|
||||
bulletTextureRight.loadFromFile("../assets/img/bullet_right.png");
|
||||
bulletTextureRight.loadFromFile("../assets/img/Rocket_111.png");
|
||||
}
|
||||
|
||||
sf::Sprite &Actor::getSprite() {
|
||||
@@ -25,7 +25,7 @@ Position Actor::getPosition() {
|
||||
}
|
||||
|
||||
void Actor::shoot() {
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bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTextureLeft);
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||||
bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2, position.y, bulletTextureLeft);
|
||||
}
|
||||
|
||||
std::vector<Bullet> &Actor::getBullets() {
|
||||
@@ -39,3 +39,7 @@ void Actor::updateBullets() {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Actor::setMovingSpeed(float speed) {
|
||||
moving_speed = speed;
|
||||
}
|
||||
|
||||
@@ -1,13 +1,15 @@
|
||||
#include <iostream>
|
||||
#include "../headers/Bullet.h"
|
||||
|
||||
Bullet::Bullet(float x, float y, sf::Texture &bulletTexture) {
|
||||
outOfBounds = false;
|
||||
bulletSprite.setTexture(bulletTexture);
|
||||
bulletSprite.setPosition(x, y);
|
||||
bulletSpeed = -10.0f;
|
||||
Bullet::Bullet(float x, float y, sf::Texture &texture) {
|
||||
bulletPosition.x = x;
|
||||
bulletPosition.y = y;
|
||||
outOfBounds = false;
|
||||
bulletTexture = texture;
|
||||
bulletSprite.setTexture(texture);
|
||||
bulletSprite.setOrigin(bulletSprite.getLocalBounds().width/2, bulletSprite.getLocalBounds().height/2);
|
||||
bulletSprite.setPosition(x, y);
|
||||
bulletSpeed = -10.0f;
|
||||
}
|
||||
|
||||
void Bullet::setSpeed(float speed) {
|
||||
|
||||
43
sources/Meteor.cpp
Normal file
43
sources/Meteor.cpp
Normal file
@@ -0,0 +1,43 @@
|
||||
#include <iostream>
|
||||
#include "../headers/Meteor.h"
|
||||
|
||||
Meteor::Meteor(float x, float y, sf::Texture &texture) {
|
||||
outOfBounds = false;
|
||||
meteorTexture = texture;
|
||||
meteorSprite.setTexture(texture);
|
||||
meteorSprite.setOrigin(meteorSprite.getLocalBounds().width / 2, meteorSprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
||||
meteorSprite.setPosition(x, y);
|
||||
meteorSpeed = 5.0f;
|
||||
meteorSprite.scale(0.05f, 0.05f);
|
||||
meteorPosition.x = x;
|
||||
meteorPosition.y = y;
|
||||
meteorRotationSpeed = static_cast<float>(rand() % 2 + 1) * (rand() % 2 == 0 ? 1 : -1);
|
||||
}
|
||||
|
||||
sf::Sprite &Meteor::getSprite() {
|
||||
return meteorSprite;
|
||||
}
|
||||
|
||||
void Meteor::update() {
|
||||
meteorSprite.move(0.0f, meteorSpeed); // przesunięcie sprajta
|
||||
meteorPosition.y += int(meteorSpeed); // przesunięcie pozycji
|
||||
meteorSprite.rotate(meteorRotationSpeed); // obracanie tym meteorkiem pięknym
|
||||
if(meteorPosition.y > 900) {
|
||||
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
|
||||
}
|
||||
// std::cout << "x: " << meteorSprite.getPosition().x << std::endl;
|
||||
// std::cout << "y: " << meteorSprite.getPosition().y << std::endl;
|
||||
}
|
||||
|
||||
bool Meteor::getStatus() {
|
||||
return outOfBounds;
|
||||
}
|
||||
|
||||
unsigned int Meteor::counter = 0;
|
||||
|
||||
// było użyte do testowania czy meteoryt jest kasowany
|
||||
//Meteor::~Meteor() {
|
||||
// Meteor::counter++;
|
||||
// std::clog << Meteor::counter << " Meteor destroyed\n";
|
||||
//}
|
||||
|
||||
@@ -1 +1,41 @@
|
||||
#include <random>
|
||||
#include <iostream>
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth) {
|
||||
size.height = windowHeight;
|
||||
size.width = windowWidth;
|
||||
meteorTexture1.loadFromFile("../assets/img/meteor-1.png");
|
||||
meteorTexture2.loadFromFile("../assets/img/meteor-2.png");
|
||||
spawnClock.restart();
|
||||
}
|
||||
|
||||
void Plansza::spawn_meteor() {
|
||||
if (spawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
||||
if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||
if(rand() % 2 == 1) {
|
||||
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(0,499), -100, meteorTexture2);
|
||||
} else {
|
||||
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(0,499), -100, meteorTexture1);
|
||||
}
|
||||
}
|
||||
spawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
Plansza::Size Plansza::getSize() {
|
||||
return size;
|
||||
}
|
||||
|
||||
std::vector<Meteor> &Plansza::getMeteors() {
|
||||
return meteors;
|
||||
}
|
||||
|
||||
void Plansza::update_meteors() {
|
||||
// usuwanie meteorów które wyleciały poza ekran
|
||||
for (auto& meteor : meteors) {
|
||||
if(meteor.getStatus()) {
|
||||
meteors.erase(meteors.begin());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ Player::Player(int x, int y, std::string path) : Actor(x, y, path) {};
|
||||
void Player::shoot() {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
|
||||
bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTextureLeft);
|
||||
bullets.emplace_back(position.x, position.y, bulletTextureLeft);
|
||||
lastShotTime = now;
|
||||
}
|
||||
}
|
||||
@@ -13,7 +13,7 @@ void Player::shoot() {
|
||||
void Player::alternate_shoot() {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
|
||||
bullets.emplace_back(float(position.x) + actorSprite.getGlobalBounds().width / 2-62, position.y, bulletTextureRight);
|
||||
bullets.emplace_back(position.x, position.y, bulletTextureRight).getSprite().scale(1.5f, 1.5f);
|
||||
lastShotTime = now;
|
||||
}
|
||||
}
|
||||
@@ -28,20 +28,20 @@ void Player::move(float deltaX, float deltaY) {
|
||||
|
||||
void Player::moveLeft() {
|
||||
move(-moving_speed, 0.0f);
|
||||
position.x -= moving_speed;
|
||||
position.x -= static_cast<int>(moving_speed);
|
||||
}
|
||||
|
||||
void Player::moveRight() {
|
||||
move(moving_speed, 0.0f);
|
||||
position.x += moving_speed;
|
||||
position.x += static_cast<int>(moving_speed);
|
||||
}
|
||||
|
||||
void Player::moveUp() {
|
||||
move(0.0f, -moving_speed);
|
||||
position.y -= moving_speed;
|
||||
position.y -= static_cast<int>(moving_speed);
|
||||
}
|
||||
|
||||
void Player::moveDown() {
|
||||
move(0.0f, moving_speed);
|
||||
position.y += moving_speed;
|
||||
position.y += static_cast<int>(moving_speed);
|
||||
}
|
||||
Reference in New Issue
Block a user