Poprawiono ultimate_Png lekko, zmodyfikowano poziom trudnosci
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Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.2 KiB |
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Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 1.9 KiB |
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Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 6.1 KiB |
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Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 2.2 KiB |
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Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 2.3 KiB |
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Before Width: | Height: | Size: 3.5 KiB After Width: | Height: | Size: 2.6 KiB |
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Before Width: | Height: | Size: 3.3 KiB After Width: | Height: | Size: 3.0 KiB |
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Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 3.3 KiB |
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Before Width: | Height: | Size: 4.1 KiB After Width: | Height: | Size: 3.9 KiB |
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Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 4.5 KiB |
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Before Width: | Height: | Size: 5.2 KiB After Width: | Height: | Size: 5.0 KiB |
@@ -6,7 +6,7 @@ AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf:
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enemyBulletTexture = bulletTexture;
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hp = 2; // 2 punkty życia
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firerate = 2000; // Strzela co 2
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moving_speed = 2.0f; // Prędkość
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moving_speed = 4.0f; // Prędkość
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enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
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}
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@@ -6,8 +6,8 @@
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Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
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BombaTexture = bulletTexture;
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hp = 2; // 2 punkty życia
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firerate = 10000; // Strzela co 10
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moving_speed = 10.0f; // Prędkość
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firerate = 6000; // Strzela co 6
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moving_speed = 8.0f; // Prędkość
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}
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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
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}
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hp = 100;
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firerate = 2000;
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movementSpeed = 2.0f;
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movementSpeed = 3.0f;
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}
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@@ -5,7 +5,7 @@
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Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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hp = 1; // Przeciwnik ma 1 punkt życia
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firerate = 2000; // Strzela co 2
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moving_speed = 2.0f; // Prędkość
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moving_speed = 2.5f; // Prędkość
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enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
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}
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@@ -8,7 +8,7 @@
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Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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hp = 3; // 3 punkty życia
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moving_speed = 2.0f; // Prędkość
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moving_speed = 5.0f; // Prędkość
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}
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void Kamikadze::shoot(){}
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@@ -63,6 +63,7 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg");
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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audioManager.loadSoundEffect("destroyed", "../assets/sounds/destroyed.ogg");
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heartStats.emplace_back(heartTexture);
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heartStats.emplace_back(heartTexture);
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@@ -102,7 +103,7 @@ void Plansza::loadUltimateIndicators() {
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sf::Sprite sprite;
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sprite.setTexture(ultimateIndicatorTextures[i]);
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sprite.setPosition(10, window->getSize().y - 60);
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sprite.setScale(0.5f, 0.5f);
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sprite.setScale(0.7f, 0.7f);
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ultimateIndicators.push_back(sprite);
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}
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@@ -168,7 +169,7 @@ void Plansza::update() {
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spawn_wiazkowiec();
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spawn_bomber();
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spawn_kamikadze();
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// spawn_boss();
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spawn_boss();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: meteors) {
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@@ -984,7 +985,7 @@ void Plansza::spawn_player() {
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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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if (enemySpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn co 3 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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@@ -994,7 +995,7 @@ void Plansza::spawn_enemy() {
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}
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void Plansza::spawn_advanced_enemy() {
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if (AenemySpawnClock.getElapsedTime().asSeconds() >= 8) { // Spawn co 10 sekund
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if (AenemySpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 5 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
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std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
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@@ -1003,7 +1004,7 @@ 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() >= 5) { // Spawn co 10 sekund
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if (BomberSpawnClock.getElapsedTime().asSeconds() >= 7) { // Spawn co 7 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
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bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
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@@ -1014,7 +1015,7 @@ void Plansza::spawn_bomber() {
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}
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void Plansza::spawn_kamikadze() {
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if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 40) { // Spawn co 10 sekund
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if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 9) { // Spawn co 9 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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@@ -1023,7 +1024,7 @@ void Plansza::spawn_kamikadze() {
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}
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void Plansza::spawn_wiazkowiec() {
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if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn co 10 sekund
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if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 6) { // Spawn co 6 sekund
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if (WEnemies.size() < 1) {
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
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@@ -1036,7 +1037,7 @@ void Plansza::spawn_wiazkowiec() {
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}
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void Plansza::spawn_boss() {
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if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po 60 sekundach
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if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po BossThreshold i jesli go nie ma
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boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
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boss->setPlanszaHeight(size.width, size.height);
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bossSpawned = true;
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