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7 Commits
0834460e82
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bad49c78a5
| Author | SHA1 | Date | |
|---|---|---|---|
| bad49c78a5 | |||
| f5d9bae6e9 | |||
| 696714cf9a | |||
| 3c0cd4b950 | |||
| bafab8d75a | |||
| 92d5f66a91 | |||
| 622e814d1c |
BIN
assets/img/ultimate/ultimate_0.png
Normal file
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After Width: | Height: | Size: 2.2 KiB |
BIN
assets/img/ultimate/ultimate_10.png
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After Width: | Height: | Size: 1.9 KiB |
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assets/img/ultimate/ultimate_100.png
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After Width: | Height: | Size: 6.1 KiB |
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assets/img/ultimate/ultimate_20.png
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After Width: | Height: | Size: 2.2 KiB |
BIN
assets/img/ultimate/ultimate_30.png
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After Width: | Height: | Size: 2.3 KiB |
BIN
assets/img/ultimate/ultimate_40.png
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After Width: | Height: | Size: 2.6 KiB |
BIN
assets/img/ultimate/ultimate_50.png
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After Width: | Height: | Size: 3.0 KiB |
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assets/img/ultimate/ultimate_60.png
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After Width: | Height: | Size: 3.3 KiB |
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assets/img/ultimate/ultimate_70.png
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After Width: | Height: | Size: 3.9 KiB |
BIN
assets/img/ultimate/ultimate_80.png
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After Width: | Height: | Size: 4.5 KiB |
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assets/img/ultimate/ultimate_90.png
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After Width: | Height: | Size: 5.0 KiB |
BIN
assets/sounds/destroyed.ogg
Normal file
@@ -50,6 +50,8 @@ public:
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void check_Meteor_collisions();
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void check_Debuff_collisions();
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void handleUltimate();
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void spawn_player();
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void spawn_enemy();
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void spawn_advanced_enemy();
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@@ -64,7 +66,9 @@ public:
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static ships selectedShip;
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static unsigned int score;
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static unsigned int ultimateCounter;
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sf::Font font;
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private:
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Background background;
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AudioManager audioManager;
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@@ -84,7 +88,7 @@ private:
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sf::Clock heartSpawnClock;
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sf::Clock powerUpSpawnClock;
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sf::Clock debuffSpawnClock;
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// sf::Clock spawnClock;
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sf::Clock ultimateClock;
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sf::Clock scoreClock;
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sf::Clock shooterSpawnClock;
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sf::Clock enemySpawnClock;
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@@ -116,6 +120,7 @@ private:
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sf::Texture movingSpeedDebuffTexture;
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sf::Texture firerateDebuffTexture;
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sf::Texture bulletSpeedDebuffTexture;
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sf::Texture ultimateIndicatorTextures[11];
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// Tablice
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std::vector<Enemy> enemies;
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@@ -128,11 +133,14 @@ private:
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std::vector<sf::Sprite> heartStats;
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std::vector<PowerUp> powerUps;
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std::vector<Debuff> debuffs;
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std::vector<sf::Sprite> ultimateIndicators;
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void loadUltimateIndicators();
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// Zmienne prymitywne
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Boss* boss = nullptr; // Wskaźnik na bossa
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sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
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unsigned int nextBossScoreThreshold = 1; // Próg punktowy dla spawnu bossa
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unsigned int nextBossScoreThreshold = 1000; // Próg punktowy dla spawnu bossa
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bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
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bool gameOver = false;
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@@ -22,6 +22,7 @@ public:
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void shoot() override;
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void alternate_shoot();
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void ultimate_shoot();
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void setFirerate(unsigned int firerate);
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void move(float deltaX, float deltaY) override;
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void moveLeft() override;
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@@ -30,13 +31,17 @@ public:
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void moveDown() override;
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void takeDamage();
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void setTripleShot(bool toogle);
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void setBulletSpeed(float speed);
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void setBulletSpeed(float speed);
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bool getUltimateStatus();
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void update();
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std::vector<Rocket>& getRockets();
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void loadTexture();
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void setUltimateStatus(bool status);
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private:
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std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
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std::vector<Rocket> rockets;
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@@ -48,6 +53,7 @@ private:
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float bulletSpeed = 10.0f; // prędkość pocisku
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bool isImmortal = false; // flaga na immortal
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bool tripleShot = false; // flaga na potrójny strzał
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bool ultimateShootActive = false;
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};
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@@ -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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@@ -86,5 +86,6 @@ void AdvancedEnemy::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 10;
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Plansza::ultimateCounter += 10;
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}
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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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@@ -122,5 +122,6 @@ void Bomber::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 15;
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Plansza::ultimateCounter += 15;
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}
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}
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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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@@ -76,5 +76,6 @@ void Enemy::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 5;
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Plansza::ultimateCounter += 5;
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}
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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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@@ -131,5 +131,6 @@ void Kamikadze::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 20;
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Plansza::ultimateCounter += 20;
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}
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}
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@@ -2,6 +2,7 @@
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/RandomNumberGenerator.h"
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#include <SFML/Graphics.hpp>
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
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: background("../assets/img/background/background.png", 2.0f) {
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@@ -46,6 +47,8 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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exit(-500);
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}
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loadUltimateIndicators();
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score = 0;
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// Wczytywanie czcionki dla licznika punktów
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@@ -60,6 +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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@@ -76,6 +80,35 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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// spawnClock.restart();
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}
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void Plansza::loadUltimateIndicators() {
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const std::string texturePaths[11] = {
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"../assets/img/ultimate/ultimate_0.png",
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"../assets/img/ultimate/ultimate_10.png",
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"../assets/img/ultimate/ultimate_20.png",
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"../assets/img/ultimate/ultimate_30.png",
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"../assets/img/ultimate/ultimate_40.png",
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"../assets/img/ultimate/ultimate_50.png",
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"../assets/img/ultimate/ultimate_60.png",
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"../assets/img/ultimate/ultimate_70.png",
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"../assets/img/ultimate/ultimate_80.png",
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"../assets/img/ultimate/ultimate_90.png",
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"../assets/img/ultimate/ultimate_100.png"
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};
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for (int i = 0; i < 11; ++i) {
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if (!ultimateIndicatorTextures[i].loadFromFile(texturePaths[i])) {
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std::cerr << "Failed to load ultimate indicator texture: " << texturePaths[i] << std::endl;
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exit(-1);
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}
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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(0.7f, 0.7f);
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ultimateIndicators.push_back(sprite);
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}
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}
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// TODO: Refactor tej metody bo rozrosła się za bardzo już
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void Plansza::update() {
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srand(time(0)); // generacja innego ziarna na podstawie zegara systemowego
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@@ -105,6 +138,15 @@ void Plansza::update() {
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && !ship->getUltimateStatus() && ultimateCounter >= 200) {
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ultimateClock.restart();
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ship->ultimate_shoot();
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}
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int indicatorIndex = ultimateCounter / 20;
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indicatorIndex = std::min(indicatorIndex, 10); // Zapobiegaj przekroczeniu zakresu
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window->draw(ultimateIndicators[indicatorIndex]);
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// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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ship->shoot();
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@@ -122,17 +164,12 @@ void Plansza::update() {
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spawn_hearts();
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spawn_power_up();
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spawn_debuff();
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// spawn_enemy();
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// spawn_advanced_enemy();
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// spawn_wiazkowiec();
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// spawn_bomber();
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// spawn_kamikadze();
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spawn_enemy();
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spawn_advanced_enemy();
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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_enemy();
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// spawn_advanced_enemy();
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// spawn_wiazkowiec();
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// spawn_bomber();
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// spawn_kamikadze();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: meteors) {
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@@ -206,6 +243,8 @@ void Plansza::update() {
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ship->setBulletSpeed(10.0f);
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}
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handleUltimate();
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if (gameOver) {
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::Font font;
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@@ -946,7 +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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@@ -956,7 +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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@@ -965,7 +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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@@ -976,7 +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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@@ -985,7 +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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@@ -998,7 +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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@@ -1019,6 +1058,10 @@ std::vector<Meteor> &Plansza::getMeteors() {
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void Plansza::update_score() {
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if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
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score++;
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ultimateCounter++;
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if (ultimateCounter >= 200) {
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ultimateCounter = 200;
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}
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scoreClock.restart();
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}
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@@ -1098,4 +1141,31 @@ void Plansza::check_Meteor_collisions() {
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}
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ships Plansza::selectedShip = none;
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unsigned int Plansza::score = 0;
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unsigned int Plansza::score = 0;
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unsigned int Plansza::ultimateCounter = 0;
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void Plansza::handleUltimate() {
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if (ship->getUltimateStatus() && ultimateCounter >= 200) {
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float elapsedTime = ultimateClock.getElapsedTime().asSeconds();
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if (ship->getUltimateStatus() && ultimateClock.getElapsedTime().asSeconds() >= 1) {
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ultimateCounter = 0;
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}
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if (elapsedTime < 1) {
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sf::RectangleShape ultimateShape(sf::Vector2f(600, 800));
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int alpha = static_cast<int>(255 * (1 - elapsedTime));
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ultimateShape.setFillColor(sf::Color(255, 255, 255, alpha));
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meteors.clear();
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debuffs.clear();
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enemies.clear();
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AEnemies.clear();
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BEnemies.clear();
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KEnemies.clear();
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WEnemies.clear();
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window->draw(ultimateShape);
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} else {
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ship->setUltimateStatus(false);
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}
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}
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}
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@@ -58,6 +58,10 @@ void Player::alternate_shoot() {
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}
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}
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void Player::ultimate_shoot() {
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ultimateShootActive = true;
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}
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void Player::update() {
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// Wyłącz nieśmiertelność po określonym czasie
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if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
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@@ -129,3 +133,11 @@ void Player::setBulletSpeed(float speed) {
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Player* Player::player_ = nullptr;
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bool Player::getUltimateStatus() {
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return ultimateShootActive;
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}
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||||
|
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void Player::setUltimateStatus(bool status) {
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ultimateShootActive = status;
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}
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@@ -200,6 +200,7 @@ void Wiazkowiec::takeDamage() {
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if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 10;
|
||||
Plansza::ultimateCounter += 10;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||