Poprawiono ultimate_Png lekko, zmodyfikowano poziom trudnosci

This commit is contained in:
2025-01-17 16:22:36 +01:00
parent 696714cf9a
commit f5d9bae6e9
17 changed files with 15 additions and 14 deletions

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@@ -6,7 +6,7 @@ AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf:
enemyBulletTexture = bulletTexture; enemyBulletTexture = bulletTexture;
hp = 2; // 2 punkty życia hp = 2; // 2 punkty życia
firerate = 2000; // Strzela co 2 firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość moving_speed = 4.0f; // Prędkość
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png"); enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
} }

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@@ -6,8 +6,8 @@
Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) { Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
BombaTexture = bulletTexture; BombaTexture = bulletTexture;
hp = 2; // 2 punkty życia hp = 2; // 2 punkty życia
firerate = 10000; // Strzela co 10 firerate = 6000; // Strzela co 6
moving_speed = 10.0f; // Prędkość moving_speed = 8.0f; // Prędkość
} }
void Bomber::setPlanszaHeight(float height, float width) { void Bomber::setPlanszaHeight(float height, float width) {

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@@ -13,7 +13,7 @@ Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bull
} }
hp = 100; hp = 100;
firerate = 2000; firerate = 2000;
movementSpeed = 2.0f; movementSpeed = 3.0f;
} }

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@@ -5,7 +5,7 @@
Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) { Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
hp = 1; // Przeciwnik ma 1 punkt życia hp = 1; // Przeciwnik ma 1 punkt życia
firerate = 2000; // Strzela co 2 firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość moving_speed = 2.5f; // Prędkość
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png"); enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
} }

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@@ -8,7 +8,7 @@
Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) { Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
hp = 3; // 3 punkty życia hp = 3; // 3 punkty życia
moving_speed = 2.0f; // Prędkość moving_speed = 5.0f; // Prędkość
} }
void Kamikadze::shoot(){} void Kamikadze::shoot(){}

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@@ -63,6 +63,7 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg"); audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg");
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg"); audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3"); audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
audioManager.loadSoundEffect("destroyed", "../assets/sounds/destroyed.ogg");
heartStats.emplace_back(heartTexture); heartStats.emplace_back(heartTexture);
heartStats.emplace_back(heartTexture); heartStats.emplace_back(heartTexture);
@@ -102,7 +103,7 @@ void Plansza::loadUltimateIndicators() {
sf::Sprite sprite; sf::Sprite sprite;
sprite.setTexture(ultimateIndicatorTextures[i]); sprite.setTexture(ultimateIndicatorTextures[i]);
sprite.setPosition(10, window->getSize().y - 60); sprite.setPosition(10, window->getSize().y - 60);
sprite.setScale(0.5f, 0.5f); sprite.setScale(0.7f, 0.7f);
ultimateIndicators.push_back(sprite); ultimateIndicators.push_back(sprite);
} }
@@ -168,7 +169,7 @@ void Plansza::update() {
spawn_wiazkowiec(); spawn_wiazkowiec();
spawn_bomber(); spawn_bomber();
spawn_kamikadze(); spawn_kamikadze();
// spawn_boss(); spawn_boss();
// utrzymanie meteorów i pocisków w ruchu // utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: meteors) { for (auto &meteor: meteors) {
@@ -984,7 +985,7 @@ void Plansza::spawn_player() {
} }
void Plansza::spawn_enemy() { void Plansza::spawn_enemy() {
if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund if (enemySpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn co 3 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50); int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
enemies.emplace_back(spawnX, -50, enemyTexture); enemies.emplace_back(spawnX, -50, enemyTexture);
std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl; std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl;
@@ -994,7 +995,7 @@ void Plansza::spawn_enemy() {
} }
void Plansza::spawn_advanced_enemy() { void Plansza::spawn_advanced_enemy() {
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 8) { // Spawn co 10 sekund if (AenemySpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 5 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50); int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture); AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl; std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
@@ -1003,7 +1004,7 @@ void Plansza::spawn_advanced_enemy() {
} }
void Plansza::spawn_bomber() { void Plansza::spawn_bomber() {
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund if (BomberSpawnClock.getElapsedTime().asSeconds() >= 7) { // Spawn co 7 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50); int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture); Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
@@ -1014,7 +1015,7 @@ void Plansza::spawn_bomber() {
} }
void Plansza::spawn_kamikadze() { void Plansza::spawn_kamikadze() {
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 40) { // Spawn co 10 sekund if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 9) { // Spawn co 9 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50); int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
KEnemies.emplace_back(spawnX, -50, KamikadzeTexture); KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl; std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
@@ -1023,7 +1024,7 @@ void Plansza::spawn_kamikadze() {
} }
void Plansza::spawn_wiazkowiec() { void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn co 10 sekund if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 6) { // Spawn co 6 sekund
if (WEnemies.size() < 1) { if (WEnemies.size() < 1) {
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50); int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window); Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
@@ -1036,7 +1037,7 @@ void Plansza::spawn_wiazkowiec() {
} }
void Plansza::spawn_boss() { void Plansza::spawn_boss() {
if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po 60 sekundach if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po BossThreshold i jesli go nie ma
boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window); boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
boss->setPlanszaHeight(size.width, size.height); boss->setPlanszaHeight(size.width, size.height);
bossSpawned = true; bossSpawned = true;