Merge remote-tracking branch 'origin/serduszka'

# Conflicts:
#	CMakeLists.txt
#	headers/Actor.h
#	headers/Plansza.h
#	headers/Player.h
#	sources/Plansza.cpp
#	sources/Player.cpp
This commit is contained in:
2024-12-13 19:48:39 +01:00
10 changed files with 242 additions and 10 deletions

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@@ -40,6 +40,8 @@ add_executable(LotoStatek main.cpp
sources/Wiazkowiec.cpp
headers/Beam.h
sources/Beam.cpp
headers/Heart.hpp
sources/Heart.cpp
)
if(WIN32)

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@@ -5,12 +5,20 @@
#include "SFML/Graphics/Texture.hpp"
#include "Bullet.h"
#include "Position.h"
#include "SFML/System/Clock.hpp"
class Actor {
public:
Actor(int x, int y, const sf::Texture& texture);
sf::Sprite& getSprite();
unsigned int getHP();
Position getPosition();
std::vector<Bullet>& getBullets();
virtual void move(float deltaX, float deltaY) = 0;
virtual void moveLeft() = 0;
virtual void moveRight() = 0;
@@ -21,8 +29,10 @@ public:
std::vector<Bullet>& getBullets();
sf::Sprite& getSprite();
Position getPosition();
void updateBullets();
void setMovingSpeed(float speed);
void dealDamage();
void healUP();
void updateBullets();
@@ -33,7 +43,9 @@ protected:
sf::Texture bulletTexture;
sf::Texture rocketTexture;
std::vector<Bullet> bullets;
unsigned int hp;
sf::Clock damageDealClock;
Position position;
int hp;
unsigned int damage;
unsigned int firerate;
float moving_speed;

14
headers/Heart.hpp Normal file
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@@ -0,0 +1,14 @@
#ifndef LOTOSTATEK_HEART_HPP
#define LOTOSTATEK_HEART_HPP
#include "SFML/Graphics/Texture.hpp"
#include "SFML/Graphics/Sprite.hpp"
#include "ObjectItem.hpp"
class Heart : public ObjectItem {
public:
Heart(float x, float y, sf::Texture &texture);
void update();
};
#endif //LOTOSTATEK_HEART_HPP

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@@ -14,6 +14,7 @@
#include "Background.h"
#include "AudioManager.h"
#include "Plansza.h"
#include "Heart.hpp"
#include "Size.h"
class Plansza {
@@ -22,7 +23,9 @@ public:
Size getSize();
std::vector<Meteor> &getMeteors();
void spawn_meteor();
void spawn_hearts();
void update_meteors();
void update_hearts();
void update();
void update_score();
void setOutOfBounds(bool status);
@@ -36,14 +39,19 @@ public:
delete ship; // usuwanie wskaźnika ship
}
private:
Size size;
sf::RenderWindow *window;
Background background;
AudioManager audioManager;
Player *ship;
sf::RenderWindow *window;
sf::Font font;
Size size;
sf::Texture meteorTexture1;
sf::Texture meteorTexture2;
sf::Texture heartTexture;
sf::Texture heartTextureGray;
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Texture enemyBulletTexture;
sf::Texture WiazkaTexture;
sf::Texture BombaTexture;
@@ -69,6 +77,9 @@ private:
std::vector<Kamikadze> KEnemies;
std::vector<Wiazkowiec> WEnemies;
std::vector<Meteor> meteors;
std::vector<Heart> hearts;
std::vector<sf::Sprite> heartStats;
bool gameOver = false;
unsigned int score = 0;
bool isPlayerSpawned = false;
};

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@@ -1,6 +1,7 @@
#ifndef LOTOSTATEK_PLAYER_H
#define LOTOSTATEK_PLAYER_H
#include <chrono>
#include <SFML/System/Clock.hpp>
@@ -30,6 +31,8 @@ public:
void takeDamage();
bool isAlive() const;
void update();
void onHit();
void update();
std::vector<Rocket>& getRockets();
void loadTexture();
@@ -39,6 +42,9 @@ private:
std::vector<Rocket> rockets;
sf::Texture rocketTexture;
sf::Texture bulletTexture;
bool isBlinking = false;
sf::Color originalColor;
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
int health = 3; // Liczba punktów życia gracza
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec

View File

@@ -21,6 +21,25 @@ Position Actor::getPosition() {
return {position.x, position.y};
}
unsigned int Actor::getHP() {
return hp;
}
void Actor::dealDamage() {
if(damageDealClock.getElapsedTime().asSeconds() > 1.5) {
if(hp > 0) {
hp--;
}
damageDealClock.restart();
}
}
void Actor::healUP() {
if(hp < 3){
hp++;
}
}
std::vector<Bullet> &Actor::getBullets() {
return bullets;
}

23
sources/Heart.cpp Normal file
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@@ -0,0 +1,23 @@
#include "../headers/Heart.hpp"
Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
outOfBounds = false;
texture = texture;
sprite.setTexture(texture);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
sprite.setPosition(x, y);
movingSpeed = 3.0f;
// sprite.scale(0.05f, 0.05f);
position.x = x;
position.y = y;
rotationSpeed = 0;
}
void Heart::update() {
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
position.y += int(movingSpeed); // przesunięcie pozycji
// sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
if(position.y > 900) {
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
}
}

View File

@@ -40,6 +40,20 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
heartTexture.loadFromFile("../assets/img/hearts/heart.png");
heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
heartStats.emplace_back(sf::Sprite(heartTexture));
heartStats.emplace_back(sf::Sprite(heartTexture));
heartStats.emplace_back(sf::Sprite(heartTexture));
heartStats[0].setPosition(565, 10);
heartStats[1].setPosition(530, 10);
heartStats[2].setPosition(495, 10);
meteorSpawnClock.restart();
spawn_player();
spawnClock.restart();
@@ -88,19 +102,26 @@ void Plansza::update() {
update_score(); // naliczanie punktów
// Sprawnowanie wszystkich rodzajów wrogów
spawn_meteor();
spawn_hearts();
spawn_enemy();
spawn_advanced_enemy();
spawn_wiazkowiec();
spawn_bomber();
spawn_kamikadze();
// utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: getMeteors()) {
for (auto &meteor: meteors) {
meteor.update();
window->draw(meteor.getSprite());
}
for (auto &bullet: ship->getBullets()) {
for (auto &heart: hearts) {
heart.update();
window->draw(heart.getSprite());
}for (auto &bullet: ship->getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
@@ -112,12 +133,64 @@ void Plansza::update() {
// Sprawdzenie czy meteory i pociski są poza granicami ekranu
update_meteors();
update_hearts();
ship->updateBullets();
ship.update();
window->draw(ship->getSprite());
for (auto &meteor: getMeteors()) {
for (auto &meteor: meteors) {
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship.onHit();
}
}
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship.getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
ship.healUP();
heartIt = hearts.erase(heartIt);
} else {
++heartIt;
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getBullets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (!meteorHit) {
++meteorIt;
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getRockets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (!meteorHit) {
++meteorIt;
}
}
// Warunek przeganej
if (gameOver) {
ship->takeDamage();
}
}
@@ -588,8 +661,36 @@ void Plansza::update() {
}
// Statystyka życia gracza (wyświetlanie)
switch (ship.getHP()) {
case 0:
heartStats[0].setTexture(heartTextureGray);
heartStats[1].setTexture(heartTextureGray);
heartStats[2].setTexture(heartTextureGray);
gameOver = true;
break;
case 1:
heartStats[0].setTexture(heartTexture);
heartStats[1].setTexture(heartTextureGray);
heartStats[2].setTexture(heartTextureGray);
break;
case 2:
heartStats[0].setTexture(heartTexture);
heartStats[1].setTexture(heartTexture);
heartStats[2].setTexture(heartTextureGray);
break;
case 3:
heartStats[0].setTexture(heartTexture);
heartStats[1].setTexture(heartTexture);
heartStats[2].setTexture(heartTexture);
break;
}
for (const auto& heart: heartStats) {
window->draw(heart);
}
}
// Meteor-related niżej
@@ -603,7 +704,7 @@ void Plansza::update_meteors() {
}
void Plansza::spawn_meteor() {
if (spawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (meteorSpawnClock.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(50, 499), -100, meteorTexture2);
@@ -611,7 +712,16 @@ void Plansza::spawn_meteor() {
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture1);
}
}
spawnClock.restart();
meteorSpawnClock.restart();
}
}
void Plansza::spawn_hearts() {
if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (hearts.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
}
heartSpawnClock.restart();
}
}
@@ -673,6 +783,15 @@ void Plansza::spawn_wiazkowiec() {
}
void Plansza::update_hearts() {
// usuwanie serduszek które wyleciały poza ekran
for (auto& heart : hearts) {
if(heart.getStatus()) {
hearts.erase(hearts.begin());
}
}
}
Size Plansza::getSize() {
return size;
}

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@@ -1,3 +1,5 @@
#include <utility>
#include "../headers/Player.h"
#include <iostream>
@@ -19,6 +21,9 @@ Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
void Player::loadTexture() {
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
hp = 3;
damageDealClock.restart();
originalColor = actorSprite.getColor();
}
void Player::shoot() {
@@ -79,6 +84,27 @@ bool Player::isAlive() const {
return health > 0;
}
void Player::onHit() {
dealDamage();
isBlinking = true;
}
void Player::update() {
if (isBlinking) {
auto elapsed = damageDealClock.getElapsedTime().asMilliseconds();
if (elapsed < 1000) { // miganie przez 1 sekundę
if ((elapsed / 100) % 2 == 0) {
actorSprite.setColor(sf::Color(255, 255, 255, 128)); // półprzeźroczysty
} else {
actorSprite.setColor(originalColor); // oryginalny kolor
}
} else {
isBlinking = false;
actorSprite.setColor(originalColor); // przywróć oryginalny kolor
}
}
}
void Player::setFirerate(unsigned int firerate) {
this->firerate = firerate;
}