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3 Commits
0834460e82
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ultimate
| Author | SHA1 | Date | |
|---|---|---|---|
| bafab8d75a | |||
| 92d5f66a91 | |||
| 622e814d1c |
@@ -50,6 +50,8 @@ public:
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void check_Meteor_collisions();
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void check_Meteor_collisions();
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void check_Debuff_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_player();
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void spawn_enemy();
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void spawn_enemy();
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void spawn_advanced_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 ships selectedShip;
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static unsigned int score;
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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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sf::Font font;
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private:
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private:
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Background background;
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Background background;
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AudioManager audioManager;
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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 heartSpawnClock;
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sf::Clock powerUpSpawnClock;
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sf::Clock powerUpSpawnClock;
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sf::Clock debuffSpawnClock;
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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 scoreClock;
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sf::Clock shooterSpawnClock;
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sf::Clock shooterSpawnClock;
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sf::Clock enemySpawnClock;
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sf::Clock enemySpawnClock;
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@@ -132,7 +136,7 @@ private:
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// Zmienne prymitywne
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// Zmienne prymitywne
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Boss* boss = nullptr; // Wskaźnik na bossa
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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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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 bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
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bool gameOver = false;
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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 shoot() override;
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void alternate_shoot();
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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 setFirerate(unsigned int firerate);
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void move(float deltaX, float deltaY) override;
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void move(float deltaX, float deltaY) override;
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void moveLeft() 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 moveDown() override;
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void takeDamage();
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void takeDamage();
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void setTripleShot(bool toogle);
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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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void update();
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std::vector<Rocket>& getRockets();
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std::vector<Rocket>& getRockets();
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void loadTexture();
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void loadTexture();
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void setUltimateStatus(bool status);
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private:
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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::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
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std::vector<Rocket> rockets;
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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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float bulletSpeed = 10.0f; // prędkość pocisku
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bool isImmortal = false; // flaga na immortal
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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 tripleShot = false; // flaga na potrójny strzał
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bool ultimateShootActive = false;
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};
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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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if (--hp <= 0) {
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alive = false;
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alive = false;
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Plansza::score += 10;
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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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}
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}
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@@ -122,5 +122,6 @@ void Bomber::takeDamage() {
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if (--hp <= 0) {
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if (--hp <= 0) {
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alive = false;
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alive = false;
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Plansza::score += 15;
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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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}
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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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if (--hp <= 0) {
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alive = false;
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alive = false;
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Plansza::score += 5;
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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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}
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}
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@@ -131,5 +131,6 @@ void Kamikadze::takeDamage() {
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if (--hp <= 0) {
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if (--hp <= 0) {
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alive = false;
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alive = false;
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Plansza::score += 20;
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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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}
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}
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@@ -2,6 +2,7 @@
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#include <iostream>
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/Plansza.h"
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#include "../headers/RandomNumberGenerator.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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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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: background("../assets/img/background/background.png", 2.0f) {
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@@ -105,6 +106,11 @@ void Plansza::update() {
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}
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}
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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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// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
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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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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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ship->shoot();
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ship->shoot();
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@@ -122,17 +128,12 @@ void Plansza::update() {
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spawn_hearts();
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spawn_hearts();
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spawn_power_up();
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spawn_power_up();
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spawn_debuff();
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spawn_debuff();
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// spawn_enemy();
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spawn_enemy();
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// spawn_advanced_enemy();
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spawn_advanced_enemy();
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// spawn_wiazkowiec();
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spawn_wiazkowiec();
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// spawn_bomber();
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spawn_bomber();
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// spawn_kamikadze();
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spawn_kamikadze();
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spawn_boss();
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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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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: meteors) {
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for (auto &meteor: meteors) {
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@@ -206,6 +207,8 @@ void Plansza::update() {
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ship->setBulletSpeed(10.0f);
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ship->setBulletSpeed(10.0f);
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}
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}
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handleUltimate();
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if (gameOver) {
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if (gameOver) {
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::Font font;
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sf::Font font;
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@@ -1019,6 +1022,10 @@ std::vector<Meteor> &Plansza::getMeteors() {
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void Plansza::update_score() {
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void Plansza::update_score() {
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if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
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if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
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score++;
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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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scoreClock.restart();
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}
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}
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@@ -1098,4 +1105,31 @@ void Plansza::check_Meteor_collisions() {
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}
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}
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ships Plansza::selectedShip = none;
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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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}
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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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void Player::update() {
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// Wyłącz nieśmiertelność po określonym czasie
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// Wyłącz nieśmiertelność po określonym czasie
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if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
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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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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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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) {
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if (--hp <= 0) {
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alive = false;
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alive = false;
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Plansza::score += 10;
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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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}
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}
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